dawn-cmake/test/shader_io/shared_struct_storage_buffer.wgsl.expected.hlsl
James Price bb0496e52a test: Add E2E test coverage for shader IO
This provides much more complete coverage than what we have in the
unit tests. We now test:
- All builtins, for all stages, both struct and non-struct
- Multiple location attributes for vertex and fragment stages, both
  struct and non-struct
- Mixing builtins and location attributes, whilst mixing struct and
  non-struct
- A few "interesting" cases of IO structs being shared between
  different functions, stages, and with an SSBO variable

There are 7 skipped tests for MSL due to two different MSL bugs which
will be fixed in upcoming patches.

Change-Id: I8b802591762c8ff018e01bf37838551e353162b1
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53120
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Auto-Submit: James Price <jrprice@google.com>
2021-06-03 09:38:34 +00:00

29 lines
657 B
HLSL

struct S {
float f;
uint u;
float4 v;
};
struct tint_symbol_1 {
float f : TEXCOORD0;
uint u : TEXCOORD1;
float4 v : SV_Position;
};
RWByteAddressBuffer output : register(u0, space0);
void tint_symbol_5(RWByteAddressBuffer buffer, uint offset, S value) {
buffer.Store((offset + 0u), asuint(value.f));
buffer.Store((offset + 4u), asuint(value.u));
buffer.Store4((offset + 128u), asuint(value.v));
}
void frag_main(tint_symbol_1 tint_symbol) {
const S input = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
tint_symbol_5(output, 0u, input);
return;
}