Port D3D12 white box tests to WGSL.
Bug: dawn:572
Change-Id: I91cc56847c4970c3f32697738edb799f7468e76f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44760
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
diff --git a/src/tests/white_box/D3D12DescriptorHeapTests.cpp b/src/tests/white_box/D3D12DescriptorHeapTests.cpp
index 623258d..a85d44d 100644
--- a/src/tests/white_box/D3D12DescriptorHeapTests.cpp
+++ b/src/tests/white_box/D3D12DescriptorHeapTests.cpp
@@ -39,22 +39,29 @@
DAWN_SKIP_TEST_IF(UsesWire());
mD3DDevice = reinterpret_cast<Device*>(device.Get());
- mSimpleVSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
- #version 450
- void main() {
- const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
- gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
- })");
+ mSimpleVSModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+ [[builtin(vertex_index)]] var<in> VertexIndex : u32;
- mSimpleFSModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout (location = 0) out vec4 fragColor;
- layout (set = 0, binding = 0) uniform colorBuffer {
- vec4 color;
- };
- void main() {
- fragColor = color;
- })");
+ [[stage(vertex)]] fn main() -> void {
+ const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, 1.0),
+ vec2<f32>( 1.0, 1.0),
+ vec2<f32>(-1.0, -1.0)
+ );
+ Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
+ })");
+
+ mSimpleFSModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct U {
+ color : vec4<f32>;
+ };
+ [[group(0), binding(0)]] var<uniform> colorBuffer : U;
+ [[location(0)]] var<out> FragColor : vec4<f32>;
+
+ [[stage(fragment)]] fn main() -> void {
+ FragColor = colorBuffer.color;
+ })");
}
utils::BasicRenderPass MakeRenderPass(uint32_t width,
@@ -169,19 +176,17 @@
// Fill in a sampler heap with "sampler only" bindgroups (1x sampler per group) by creating a
// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over
// because the sampler heap allocations are de-duplicated.
- renderPipelineDescriptor.vertexStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
- #version 450
- void main() {
- gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
+ renderPipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+ [[stage(vertex)]] fn main() -> void {
+ Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
- renderPipelineDescriptor.cFragmentStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450
- layout(set = 0, binding = 0) uniform sampler sampler0;
- layout(location = 0) out vec4 fragColor;
- void main() {
- fragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ renderPipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[location(0)]] var<out> FragColor : vec4<f32>;
+ [[group(0), binding(0)]] var sampler0 : sampler;
+ [[stage(fragment)]] fn main() -> void {
+ FragColor = vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
@@ -440,15 +445,15 @@
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = mSimpleVSModule;
- pipelineDescriptor.cFragmentStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout (location = 0) out float fragColor;
- layout (set = 0, binding = 0) uniform buffer0 {
- float heapSize;
+ pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct U {
+ heapSize : f32;
};
- void main() {
- fragColor = heapSize;
+ [[group(0), binding(0)]] var<uniform> buffer0 : U;
+ [[location(0)]] var<out> FragColor : f32;
+
+ [[stage(fragment)]] fn main() -> void {
+ FragColor = buffer0.heapSize;
})");
pipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::R32Float;
@@ -770,30 +775,36 @@
{
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
- pipelineDescriptor.vertexStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
- #version 450
- layout (set = 0, binding = 0) uniform vertexUniformBuffer {
- mat2 transform;
- };
- void main() {
- const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
- gl_Position = vec4(transform * pos[gl_VertexIndex], 0.f, 1.f);
- })");
+ pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct U {
+ transform : mat2x2<f32>;
+ };
+ [[group(0), binding(0)]] var<uniform> buffer0 : U;
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+ [[builtin(vertex_index)]] var<in> VertexIndex : u32;
- pipelineDescriptor.cFragmentStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout (set = 0, binding = 1) uniform sampler sampler0;
- layout (set = 0, binding = 2) uniform texture2D texture0;
- layout (set = 0, binding = 3) uniform buffer0 {
- vec4 color;
- };
- layout (location = 0) out vec4 fragColor;
- void main() {
- fragColor = texture(sampler2D(texture0, sampler0), gl_FragCoord.xy);
- fragColor += color;
- })");
+ [[stage(vertex)]] fn main() -> void {
+ const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, 1.0),
+ vec2<f32>( 1.0, 1.0),
+ vec2<f32>(-1.0, -1.0)
+ );
+ Position = vec4<f32>(buffer0.transform * (pos[VertexIndex]), 0.0, 1.0);
+ })");
+ pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct U {
+ color : vec4<f32>;
+ };
+ [[group(0), binding(1)]] var sampler0 : sampler;
+ [[group(0), binding(2)]] var texture0 : texture_2d<f32>;
+ [[group(0), binding(3)]] var<uniform> buffer0 : U;
+
+ [[location(0)]] var<out> FragColor : vec4<f32>;
+ [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
+
+ [[stage(fragment)]] fn main() -> void {
+ FragColor = textureSample(texture0, sampler0, FragCoord.xy) + buffer0.color;
+ })");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
pipelineDescriptor.cColorStates[0].format = renderPass.colorFormat;