dawn-cmake/test/bug/tint/1046.wgsl
Ben Clayton fb91e3c8f3 transform: DMA: Don't load ignore() arguments
ignore() might be passed a structure holding a runtime array.

Fixed: tint:1046
Change-Id: I2beab91d8faabe69409308cf3e24b6403a84dd56
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60213
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
2021-07-29 18:05:19 +00:00

81 lines
1.8 KiB
WebGPU Shading Language

struct PointLight {
position : vec4<f32>;
};
[[block]] struct PointLights {
values : [[stride(16)]] array<PointLight>;
};
[[block]] struct Uniforms {
worldView : mat4x4<f32>;
proj : mat4x4<f32>;
numPointLights : u32;
color_source : u32;
color : vec4<f32>;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
[[binding(1), group(0)]] var<storage_buffer, read> pointLights : PointLights;
[[binding(2), group(0)]] var mySampler: sampler;
[[binding(3), group(0)]] var myTexture: texture_2d<f32>;
struct FragmentInput {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] view_position : vec4<f32>;
[[location(1)]] normal : vec4<f32>;
[[location(2)]] uv : vec2<f32>;
[[location(3)]] color : vec4<f32>;
};
struct FragmentOutput {
[[location(0)]] color : vec4<f32>;
};
fn getColor(fragment : FragmentInput) -> vec4<f32>{
var color : vec4<f32>;
if(uniforms.color_source == 0u){
// VERTEX COLOR
color = fragment.color;
}elseif(uniforms.color_source == 1u){
// NORMALS
// color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
color = fragment.normal;
color.a = 1.0;
}elseif(uniforms.color_source == 2u){
// uniform color
color = uniforms.color;
}elseif(uniforms.color_source == 3u){
// TEXTURE
color = textureSample(myTexture, mySampler, fragment.uv);
}
return color;
};
[[stage(fragment)]]
fn main(fragment : FragmentInput) -> FragmentOutput {
var output : FragmentOutput;
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
ignore(uniforms);
ignore(mySampler);
ignore(myTexture);
ignore(pointLights);
// output.color.x = output.color.x + pointLights.values[0].position.x;
return output;
}