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/shared_struct_helper_function.wgsl.expected.hlsl b/test/shader_io/shared_struct_helper_function.wgsl.expected.hlsl
new file mode 100644
index 0000000..46dca7e
--- /dev/null
+++ b/test/shader_io/shared_struct_helper_function.wgsl.expected.hlsl
@@ -0,0 +1,23 @@
+struct VertexOutput {
+ float4 pos;
+ int loc0;
+};
+
+VertexOutput foo(float x) {
+ const VertexOutput tint_symbol = {float4(x, x, x, 1.0f), 42};
+ return tint_symbol;
+}
+
+VertexOutput vert_main1() {
+ return foo(0.5f);
+}
+
+VertexOutput vert_main2() {
+ return foo(0.25f);
+}
+
+[numthreads(1, 1, 1)]
+void unused_entry_point() {
+ return;
+}
+