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Use shader resource more consistenly (per module). (#76)
Co-authored-by: Almar Klein <[email protected]>
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tests/test_rs_render_tex.py

Lines changed: 29 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,6 @@
77

88
import python_shader
99
from python_shader import python2shader, f32, vec2, vec4, i32
10-
from python_shader import RES_INPUT, RES_OUTPUT
1110
import wgpu.backends.rs # noqa
1211
from pytest import skip, mark
1312
from testutils import can_use_wgpu_lib, get_default_device
@@ -20,9 +19,9 @@
2019

2120
@python2shader
2221
def vertex_shader(
23-
index: (RES_INPUT, "VertexId", i32),
24-
pos: (RES_OUTPUT, "Position", vec4),
25-
tcoord: (RES_OUTPUT, 0, vec2),
22+
index: ("input", "VertexId", i32),
23+
pos: ("output", "Position", vec4),
24+
tcoord: ("output", 0, vec2),
2625
):
2726
positions = [
2827
vec2(-0.5, -0.5),
@@ -46,8 +45,8 @@ def test_render_textured_square_rgba8unorm():
4645
def fragment_shader(
4746
tex: ("texture", 0, "2d f32"),
4847
sampler: ("sampler", 1, ""),
49-
tcoord: (RES_INPUT, 0, vec2),
50-
out_color: (RES_OUTPUT, 0, vec4),
48+
tcoord: ("input", 0, vec2),
49+
out_color: ("output", 0, vec4),
5150
):
5251
out_color = tex.sample(sampler, tcoord) # noqa
5352

@@ -70,8 +69,8 @@ def test_render_textured_square_rgba8uint():
7069
def fragment_shader(
7170
tex: ("texture", 0, "2d i32"),
7271
sampler: ("sampler", 1, ""),
73-
tcoord: (RES_INPUT, 0, vec2),
74-
out_color: (RES_OUTPUT, 0, vec4),
72+
tcoord: ("input", 0, vec2),
73+
out_color: ("output", 0, vec4),
7574
):
7675
out_color = vec4(tex.sample(sampler, tcoord)) / 255.0 # noqa
7776

@@ -94,8 +93,8 @@ def test_render_textured_square_rgba16sint():
9493
def fragment_shader(
9594
tex: ("texture", 0, "2d i32"),
9695
sampler: ("sampler", 1, ""),
97-
tcoord: (RES_INPUT, 0, vec2),
98-
out_color: (RES_OUTPUT, 0, vec4),
96+
tcoord: ("input", 0, vec2),
97+
out_color: ("output", 0, vec4),
9998
):
10099
out_color = vec4(tex.sample(sampler, tcoord)) / 255.0 # noqa
101100

@@ -118,8 +117,8 @@ def test_render_textured_square_rgba32float():
118117
def fragment_shader(
119118
tex: ("texture", 0, "2d f32"),
120119
sampler: ("sampler", 1, ""),
121-
tcoord: (RES_INPUT, 0, vec2),
122-
out_color: (RES_OUTPUT, 0, vec4),
120+
tcoord: ("input", 0, vec2),
121+
out_color: ("output", 0, vec4),
123122
):
124123
out_color = tex.sample(sampler, tcoord) / 255.0 # noqa
125124

@@ -146,8 +145,8 @@ def test_render_textured_square_rg8unorm():
146145
def fragment_shader(
147146
tex: ("texture", 0, "2d f32"),
148147
sampler: ("sampler", 1, ""),
149-
tcoord: (RES_INPUT, 0, vec2),
150-
out_color: (RES_OUTPUT, 0, vec4),
148+
tcoord: ("input", 0, vec2),
149+
out_color: ("output", 0, vec4),
151150
):
152151
out_color = tex.sample(sampler, tcoord) # noqa
153152

@@ -171,8 +170,8 @@ def test_render_textured_square_rg8uint():
171170
def fragment_shader(
172171
tex: ("texture", 0, "2d i32"),
173172
sampler: ("sampler", 1, ""),
174-
tcoord: (RES_INPUT, 0, vec2),
175-
out_color: (RES_OUTPUT, 0, vec4),
173+
tcoord: ("input", 0, vec2),
174+
out_color: ("output", 0, vec4),
176175
):
177176
val = vec2(tex.sample(sampler, tcoord).rg)
178177
out_color = vec4(val.rg / 255.0, 0, 1.0) # noqa
@@ -197,8 +196,8 @@ def test_render_textured_square_rg16sint():
197196
def fragment_shader(
198197
tex: ("texture", 0, "2d i32"),
199198
sampler: ("sampler", 1, ""),
200-
tcoord: (RES_INPUT, 0, vec2),
201-
out_color: (RES_OUTPUT, 0, vec4),
199+
tcoord: ("input", 0, vec2),
200+
out_color: ("output", 0, vec4),
202201
):
203202
val = vec2(tex.sample(sampler, tcoord).rg)
204203
out_color = vec4(val.rg / 255.0, 0.0, 1.0) # noqa
@@ -223,8 +222,8 @@ def test_render_textured_square_rg32float():
223222
def fragment_shader(
224223
tex: ("texture", 0, "2d f32"),
225224
sampler: ("sampler", 1, ""),
226-
tcoord: (RES_INPUT, 0, vec2),
227-
out_color: (RES_OUTPUT, 0, vec4),
225+
tcoord: ("input", 0, vec2),
226+
out_color: ("output", 0, vec4),
228227
):
229228
val = tex.sample(sampler, tcoord).rg
230229
out_color = vec4(val.rg / 255.0, 0.0, 1.0) # noqa
@@ -251,8 +250,8 @@ def test_render_textured_square_r8unorm():
251250
def fragment_shader(
252251
tex: ("texture", 0, "2d f32"),
253252
sampler: ("sampler", 1, ""),
254-
tcoord: (RES_INPUT, 0, vec2),
255-
out_color: (RES_OUTPUT, 0, vec4),
253+
tcoord: ("input", 0, vec2),
254+
out_color: ("output", 0, vec4),
256255
):
257256
val = tex.sample(sampler, tcoord).r
258257
out_color = vec4(val, val, 0.0, 1.0) # noqa
@@ -276,8 +275,8 @@ def test_render_textured_square_r8uint():
276275
def fragment_shader(
277276
tex: ("texture", 0, "2d i32"),
278277
sampler: ("sampler", 1, ""),
279-
tcoord: (RES_INPUT, 0, vec2),
280-
out_color: (RES_OUTPUT, 0, vec4),
278+
tcoord: ("input", 0, vec2),
279+
out_color: ("output", 0, vec4),
281280
):
282281
val = f32(tex.sample(sampler, tcoord).r)
283282
out_color = vec4(val / 255.0, val / 255.0, 0.0, 1.0) # noqa
@@ -304,8 +303,8 @@ def test_render_textured_square_r16sint():
304303
def fragment_shader(
305304
tex: ("texture", 0, "2d r16i"),
306305
sampler: ("sampler", 1, ""),
307-
tcoord: (RES_INPUT, 0, vec2),
308-
out_color: (RES_OUTPUT, 0, vec4),
306+
tcoord: ("input", 0, vec2),
307+
out_color: ("output", 0, vec4),
309308
):
310309
val = f32(tex.sample(sampler, tcoord).r)
311310
out_color = vec4(val / 255.0, val / 255.0, 0.0, 1.0) # noqa
@@ -332,8 +331,8 @@ def test_render_textured_square_r32sint():
332331
def fragment_shader(
333332
tex: ("texture", 0, "2d r32i"),
334333
sampler: ("sampler", 1, ""),
335-
tcoord: (RES_INPUT, 0, vec2),
336-
out_color: (RES_OUTPUT, 0, vec4),
334+
tcoord: ("input", 0, vec2),
335+
out_color: ("output", 0, vec4),
337336
):
338337
val = f32(tex.sample(sampler, tcoord).r)
339338
out_color = vec4(val / 255.0, val / 255.0, 0.0, 1.0) # noqa
@@ -359,8 +358,8 @@ def test_render_textured_square_r32float():
359358
def fragment_shader(
360359
tex: ("texture", 0, "2d r32f"),
361360
sampler: ("sampler", 1, ""),
362-
tcoord: (RES_INPUT, 0, vec2),
363-
out_color: (RES_OUTPUT, 0, vec4),
361+
tcoord: ("input", 0, vec2),
362+
out_color: ("output", 0, vec4),
364363
):
365364
val = f32(tex.sample(sampler, tcoord).r)
366365
out_color = vec4(val / 255.0, val / 255.0, 0.0, 1.0) # noqa

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