Update ColorStateTests to use WGSL
Bug: dawn:572
Change-Id: Id94d249c76098bcce0351fb8cca06879db75d638
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32503
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/tests/end2end/ColorStateTests.cpp b/src/tests/end2end/ColorStateTests.cpp
index 9651b99..83b35ba 100644
--- a/src/tests/end2end/ColorStateTests.cpp
+++ b/src/tests/end2end/ColorStateTests.cpp
@@ -29,11 +29,18 @@
void SetUp() override {
DawnTest::SetUp();
- vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
- #version 450
- void main() {
- const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f));
- gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
+ vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[builtin(vertex_idx)]] var<in> VertexIndex : i32;
+ [[builtin(position)]] var<out> Position : vec4<f32>;
+
+ [[stage(vertex)]]
+ fn main() -> void {
+ const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0));
+ Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
+ return;
}
)");
@@ -48,17 +55,19 @@
// Set up basePipeline and testPipeline. testPipeline has the given blend state on the first
// attachment. basePipeline has no blending
void SetupSingleSourcePipelines(wgpu::ColorStateDescriptor colorStateDescriptor) {
- wgpu::ShaderModule fsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(set = 0, binding = 0) uniform myBlock {
- vec4 color;
- } myUbo;
+ wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct MyBlock {
+ [[offset(0)]] color : vec4<f32>;
+ };
- layout(location = 0) out vec4 fragColor;
+ [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
- void main() {
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+
+ [[stage(fragment)]]
+ fn main() -> void {
fragColor = myUbo.color;
+ return;
}
)");
@@ -761,26 +770,28 @@
utils::ComboRenderPassDescriptor renderPass(
{renderTargetViews[0], renderTargetViews[1], renderTargetViews[2], renderTargetViews[3]});
- wgpu::ShaderModule fsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(set = 0, binding = 0) uniform myBlock {
- vec4 color0;
- vec4 color1;
- vec4 color2;
- vec4 color3;
- } myUbo;
+ wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct MyBlock {
+ [[offset(0)]] color0 : vec4<f32>;
+ [[offset(16)]] color1 : vec4<f32>;
+ [[offset(32)]] color2 : vec4<f32>;
+ [[offset(48)]] color3 : vec4<f32>;
+ };
- layout(location = 0) out vec4 fragColor0;
- layout(location = 1) out vec4 fragColor1;
- layout(location = 2) out vec4 fragColor2;
- layout(location = 3) out vec4 fragColor3;
+ [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
- void main() {
+ [[location(0)]] var<out> fragColor0 : vec4<f32>;
+ [[location(1)]] var<out> fragColor1 : vec4<f32>;
+ [[location(2)]] var<out> fragColor2 : vec4<f32>;
+ [[location(3)]] var<out> fragColor3 : vec4<f32>;
+
+ [[stage(fragment)]]
+ fn main() -> void {
fragColor0 = myUbo.color0;
fragColor1 = myUbo.color1;
fragColor2 = myUbo.color2;
fragColor3 = myUbo.color3;
+ return;
}
)");
@@ -870,17 +881,19 @@
// Test that the default blend color is correctly set at the beginning of every subpass
TEST_P(ColorStateTest, DefaultBlendColor) {
- wgpu::ShaderModule fsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(set = 0, binding = 0) uniform myBlock {
- vec4 color;
- } myUbo;
+ wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct MyBlock {
+ [[offset(0)]] color : vec4<f32>;
+ };
- layout(location = 0) out vec4 fragColor;
+ [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
- void main() {
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+
+ [[stage(fragment)]]
+ fn main() -> void {
fragColor = myUbo.color;
+ return;
}
)");
@@ -992,17 +1005,19 @@
// persisted and prevented a render pass loadOp from fully clearing the output
// attachment.
TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
- wgpu::ShaderModule fsModule =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(set = 0, binding = 0) uniform myBlock {
- vec4 color;
- } myUbo;
+ wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[block]] struct MyBlock {
+ [[offset(0)]] color : vec4<f32>;
+ };
- layout(location = 0) out vec4 fragColor;
+ [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
- void main() {
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+
+ [[stage(fragment)]]
+ fn main() -> void {
fragColor = myUbo.color;
+ return;
}
)");