Update BufferZeroInitTests to use WGSL
Bug: dawn:572
Change-Id: Id194127831e54623df135b415ec2619016c6c6cb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32512
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/end2end/BufferZeroInitTests.cpp b/src/tests/end2end/BufferZeroInitTests.cpp
index 244d83f..00f76cc 100644
--- a/src/tests/end2end/BufferZeroInitTests.cpp
+++ b/src/tests/end2end/BufferZeroInitTests.cpp
@@ -205,17 +205,15 @@
uint32_t vertexBufferCount = 1u) {
constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
- wgpu::ShaderModule vsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
+ wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, vertexShader);
- wgpu::ShaderModule fsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(location = 0) in vec4 i_color;
- layout(location = 0) out vec4 fragColor;
- void main() {
- fragColor = i_color;
- })");
+ wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[location(0)]] var<in> i_color : vec4<f32>;
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+
+ [[stage(fragment)]] fn main() -> void {
+ fragColor = i_color;
+ })");
ASSERT(vertexBufferCount <= 1u);
utils::ComboRenderPipelineDescriptor descriptor(device);
@@ -250,20 +248,20 @@
void TestBufferZeroInitAsVertexBuffer(uint64_t vertexBufferOffset) {
constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
- const char* vertexShader = R"(
- #version 450
- layout(location = 0) in vec4 pos;
- layout(location = 0) out vec4 o_color;
- void main() {
- if (pos == vec4(0.f, 0.f, 0.f, 0.f)) {
- o_color = vec4(0.f, 1.f, 0.f, 1.f);
+ wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(R"(
+ [[location(0)]] var<in> pos : vec4<f32>;
+ [[location(0)]] var<out> o_color : vec4<f32>;
+
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]] fn main() -> void {
+ if (all(pos == vec4<f32>(0.0, 0.0, 0.0, 0.0))) {
+ o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
} else {
- o_color = vec4(1.f, 0.f, 0.f, 1.f);
+ o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
- gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
- gl_PointSize = 1.0f;
- })";
- wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader);
+ Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ })");
constexpr uint64_t kVertexAttributeSize = sizeof(float) * 4;
const uint64_t vertexBufferSize = kVertexAttributeSize + vertexBufferOffset;
@@ -291,19 +289,22 @@
void TestBufferZeroInitAsIndexBuffer(uint64_t indexBufferOffset) {
constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
- const char* vertexShader = R"(
- #version 450
- layout(location = 0) out vec4 o_color;
- void main() {
- if (gl_VertexIndex == 0u) {
- o_color = vec4(0.f, 1.f, 0.f, 1.f);
+ wgpu::RenderPipeline renderPipeline =
+ CreateRenderPipelineForTest(R"(
+ [[location(0)]] var<out> o_color : vec4<f32>;
+
+ [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]] fn main() -> void {
+ if (VertexIndex == 0u) {
+ o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
} else {
- o_color = vec4(1.f, 0.f, 0.f, 1.f);
+ o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
- gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
- gl_PointSize = 1.0f;
- })";
- wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0u);
+ Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ })",
+ 0 /* vertexBufferCount */);
// The buffer size cannot be less than 4
const uint64_t indexBufferSize = sizeof(uint32_t) + indexBufferOffset;
@@ -335,16 +336,17 @@
constexpr wgpu::Color kClearColorGreen = {0.f, 1.f, 0.f, 1.f};
// As long as the vertex shader is executed once, the output color will be red.
- const char* vertexShader = R"(
- #version 450
- layout(location = 0) out vec4 o_color;
- void main() {
- o_color = vec4(1.f, 0.f, 0.f, 1.f);
- gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
- gl_PointSize = 1.f;
- }
- )";
- wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0);
+ wgpu::RenderPipeline renderPipeline =
+ CreateRenderPipelineForTest(R"(
+ [[location(0)]] var<out> o_color : vec4<f32>;
+
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]] fn main() -> void {
+ o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
+ Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ })",
+ 0 /* vertexBufferCount */);
// Clear the color attachment to green.
wgpu::Texture colorAttachment =
@@ -372,17 +374,17 @@
constexpr wgpu::Color kClearColorGreen = {0.f, 1.f, 0.f, 1.f};
// As long as the vertex shader is executed once, the output color will be red.
- const char* vertexShader = R"(
- #version 450
- layout(location = 0) out vec4 o_color;
- void main() {
- o_color = vec4(1.f, 0.f, 0.f, 1.f);
- gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
- gl_PointSize = 1.f;
- }
- )";
+ wgpu::RenderPipeline renderPipeline =
+ CreateRenderPipelineForTest(R"(
+ [[location(0)]] var<out> o_color : vec4<f32>;
- wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0u);
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]] fn main() -> void {
+ o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
+ Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ })",
+ 0 /* vertexBufferCount */);
wgpu::Buffer indexBuffer =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0});