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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>
26 lines
705 B
WebGPU Shading Language
26 lines
705 B
WebGPU Shading Language
struct FragmentInputs0 {
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[[builtin(position)]]
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position : vec4<f32>;
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[[location(0)]]
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loc0 : i32;
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};
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struct FragmentInputs1 {
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[[location(3)]]
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loc3 : vec4<f32>;
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[[builtin(sample_mask)]]
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sample_mask : u32;
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};
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[[stage(fragment)]]
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fn main(inputs0 : FragmentInputs0, [[builtin(front_facing)]] front_facing : bool, [[location(1)]] loc1 : u32, [[builtin(sample_index)]] sample_index : u32, inputs1 : FragmentInputs1, [[location(2)]] loc2 : f32) {
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if (front_facing) {
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let foo : vec4<f32> = inputs0.position;
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let bar : u32 = (sample_index + inputs1.sample_mask);
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let i : i32 = inputs0.loc0;
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let u : u32 = loc1;
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let f : f32 = loc2;
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let v : vec4<f32> = inputs1.loc3;
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}
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}
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