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>
diff --git a/test/shader_io/fragment_output_locations_struct.wgsl.expected.hlsl b/test/shader_io/fragment_output_locations_struct.wgsl.expected.hlsl
new file mode 100644
index 0000000..b399bc2
--- /dev/null
+++ b/test/shader_io/fragment_output_locations_struct.wgsl.expected.hlsl
@@ -0,0 +1,19 @@
+struct FragmentOutputs {
+ int loc0;
+ uint loc1;
+ float loc2;
+ float4 loc3;
+};
+struct tint_symbol {
+ int loc0 : SV_Target0;
+ uint loc1 : SV_Target1;
+ float loc2 : SV_Target2;
+ float4 loc3 : SV_Target3;
+};
+
+tint_symbol main() {
+ const FragmentOutputs tint_symbol_1 = {1, 1u, 1.0f, float4(1.0f, 2.0f, 3.0f, 4.0f)};
+ const tint_symbol tint_symbol_2 = {tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3};
+ return tint_symbol_2;
+}
+