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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>
27 lines
637 B
HLSL
27 lines
637 B
HLSL
struct VertexInputs {
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int loc0;
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uint loc1;
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float loc2;
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float4 loc3;
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};
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struct tint_symbol_1 {
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int loc0 : TEXCOORD0;
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uint loc1 : TEXCOORD1;
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float loc2 : TEXCOORD2;
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float4 loc3 : TEXCOORD3;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const VertexInputs inputs = {tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3};
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const int i = inputs.loc0;
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const uint u = inputs.loc1;
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const float f = inputs.loc2;
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const float4 v = inputs.loc3;
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const tint_symbol_2 tint_symbol_3 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_3;
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}
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