Added: trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html (0 => 245721)
--- trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html (rev 0)
+++ trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html 2019-05-23 22:21:04 UTC (rev 245721)
@@ -0,0 +1,19 @@
+<!DOCTYPE html>
+<html>
+<head>
+</head>
+<body>
+<canvas id="canvas" width="400" height="400"></canvas>
+<script>
+async function start() {
+ const canvas = document.getElementById("canvas");
+ const context = canvas.getContext("2d");
+ context.fillStyle = "blue";
+ context.fillRect(0, 0, 400, 400);
+ context.fillStyle = "white";
+ context.fillRect(100, 100, 200, 200);
+}
+window.addEventListener("load", start);
+</script>
+</body>
+</html>
Added: trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html (0 => 245721)
--- trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html (rev 0)
+++ trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html 2019-05-23 22:21:04 UTC (rev 245721)
@@ -0,0 +1,138 @@
+<!DOCTYPE html>
+<html>
+<head>
+</head>
+<body>
+<canvas id="canvas" width="400" height="400"></canvas>
+<script>
+const shaderSource = `
+
+struct Bar {
+ float shade;
+}
+struct Foo {
+ Bar bar;
+}
+
+struct Wrapper {
+ Foo foo;
+}
+
+struct VertexOut {
+ float4 position : SV_Position;
+ float shade : attribute(0);
+}
+
+vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) {
+ Wrapper wrapper;
+ wrapper.foo.bar.shade = shade;
+ VertexOut result;
+ result.position = position;
+ result.shade = wrapper.foo.bar.shade;
+ return result;
+}
+
+fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 {
+ return float4(shade, shade, shade, 1.0);
+}
+`;
+async function start() {
+ const adapter = await navigator.gpu.requestAdapter();
+ const device = await adapter.requestDevice();
+
+ const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true});
+ const vertexStage = {module: shaderModule, entryPoint: "vertexShader"};
+ const fragmentStage = {module: shaderModule, entryPoint: "fragmentShader"};
+ const primitiveTopology = "triangle-strip";
+ const rasterizationState = {frontFace: "cw", cullMode: "none"};
+ const alphaBlend = {};
+ const colorBlend = {};
+ const colorStates = [{format: "rgba8unorm", alphaBlend, colorBlend, writeMask: 15}]; // GPUColorWriteBits.ALL
+ const depthStencilState = null;
+
+ const attribute0 = {shaderLocation: 0, inputSlot: 0, format: "float4", offset: 0};
+ const attribute1 = {shaderLocation: 1, inputSlot: 0, format: "float", offset: 16};
+ const attributes = [attribute0, attribute1];
+ const input0 = {inputSlot: 0, stride: 20 };
+ const inputs = [input0];
+ const inputState = {indexFormat: "uint32", attributes, inputs};
+
+ const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "uniform-buffer"}]};
+ const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor);
+ const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]};
+ const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor);
+
+ const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, inputState, sampleCount: 1, layout: pipelineLayout};
+ const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor);
+
+ const vertexBuffer0Descriptor = {size: Float32Array.BYTES_PER_ELEMENT * 5 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE};
+ const vertexBuffer0 = device.createBuffer(vertexBuffer0Descriptor);
+ const vertexBuffer0ArrayBuffer = await vertexBuffer0.mapWriteAsync();
+ const vertexBuffer0Float32Array = new Float32Array(vertexBuffer0ArrayBuffer);
+ vertexBuffer0Float32Array[0] = -0.5;
+ vertexBuffer0Float32Array[1] = -0.5;
+ vertexBuffer0Float32Array[2] = 1.0;
+ vertexBuffer0Float32Array[3] = 1.0;
+ vertexBuffer0Float32Array[4] = 1.0;
+
+ vertexBuffer0Float32Array[5] = -0.5;
+ vertexBuffer0Float32Array[6] = 0.5;
+ vertexBuffer0Float32Array[7] = 1.0;
+ vertexBuffer0Float32Array[8] = 1.0;
+ vertexBuffer0Float32Array[9] = 1.0;
+
+ vertexBuffer0Float32Array[10] = 0.5;
+ vertexBuffer0Float32Array[11] = -0.5;
+ vertexBuffer0Float32Array[12] = 1.0;
+ vertexBuffer0Float32Array[13] = 1.0;
+ vertexBuffer0Float32Array[14] = 1.0;
+
+ vertexBuffer0Float32Array[15] = 0.5;
+ vertexBuffer0Float32Array[16] = 0.5;
+ vertexBuffer0Float32Array[17] = 1.0;
+ vertexBuffer0Float32Array[18] = 1.0;
+ vertexBuffer0Float32Array[19] = 1.0;
+ vertexBuffer0.unmap();
+
+ const resourceBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.MAP_WRITE};
+ const resourceBuffer = device.createBuffer(resourceBufferDescriptor);
+ const resourceBufferArrayBuffer = await resourceBuffer.mapWriteAsync();
+ const resourceBufferFloat32Array = new Float32Array(resourceBufferArrayBuffer);
+ resourceBufferFloat32Array[0] = 1;
+ resourceBuffer.unmap();
+
+ const bufferBinding = {buffer: resourceBuffer, size: 4};
+ const bindGroupBinding = {binding: 0, resource: bufferBinding};
+ const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]};
+ const bindGroup = device.createBindGroup(bindGroupDescriptor);
+
+ const canvas = document.getElementById("canvas");
+ const context = canvas.getContext("gpu");
+ const swapChainDescriptor = {device, format: "bgra8unorm"};
+ const swapChain = context.configureSwapChain(swapChainDescriptor);
+ const outputTexture = swapChain.getCurrentTexture();
+ const outputTextureView = outputTexture.createDefaultView();
+
+ const commandEncoder = device.createCommandEncoder(); // {}
+ const red = {r: 0, g: 0, b: 1, a: 1};
+ const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}];
+ const depthStencilAttachment = null;
+ const renderPassDescriptor = {colorAttachments, depthStencilAttachment};
+ const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
+ renderPassEncoder.setPipeline(renderPipeline);
+ renderPassEncoder.setBindGroup(0, bindGroup);
+ renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]);
+ renderPassEncoder.draw(4, 1, 0, 0);
+ renderPassEncoder.endPass();
+ const commandBuffer = commandEncoder.finish();
+ device.getQueue().submit([commandBuffer]);
+
+ if (window.testRunner)
+ testRunner.notifyDone();
+}
+if (window.testRunner)
+ testRunner.waitUntilDone();
+window.addEventListener("load", start);
+</script>
+</body>
+</html>