dawn-cmake/test/shader_io/vertex_input_mixed.wgsl
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

24 lines
598 B
WebGPU Shading Language

struct VertexInputs0 {
[[builtin(vertex_index)]] vertex_index : u32;
[[location(0)]] loc0 : i32;
};
struct VertexInputs1 {
[[location(2)]] loc2 : f32;
[[location(3)]] loc3 : vec4<f32>;
};
[[stage(vertex)]]
fn main(
inputs0 : VertexInputs0,
[[location(1)]] loc1 : u32,
[[builtin(instance_index)]] instance_index : u32,
inputs1 : VertexInputs1,
) -> [[builtin(position)]] vec4<f32> {
let foo : u32 = inputs0.vertex_index + instance_index;
let i : i32 = inputs0.loc0;
let u : u32 = loc1;
let f : f32 = inputs1.loc2;
let v : vec4<f32> = inputs1.loc3;
return vec4<f32>();
}