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Player-based GPU test framework #803
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ptr, slice, | ||
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#[derive(serde::Deserialize)] |
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Would it make sense to import this trait and use it without the prefix?
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we totally could, but it's unlikely to substantially reduce the code size in this case, since we only use this a few times
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This is so exciting! I'm really looking forward to seeing where this goes! A minor note besides what we talked about on the matrix
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Beautiful! Like the organization changes too.
bors r=cwfitzgerald |
803: Shader fixes with binary expressions r=kvark a=kvark Goes along with gfx-rs/naga#599 Co-authored-by: Dzmitry Malyshau <kvark@fastmail.com>
* Add support for int8, int16, and int64 as well as null constant structs * Add support for OpArrayLength to the spirv frontend * Add hacky OpCopyMemory support to spirv frontend * Add OpInBoundsAccessChain to spirv frontend * Add OpLogical(Not)Equal to spirv frontend * Fix several of the issues raised in the pr * Fix the Op::ArrayLength match * Validate accessing structs through pointers * Remove extraneous type check
Connections
Closes #786
Description
This change adds a GPU-based testing by re-using the Player from tracing infrastructure - #289.
It converts the player into a lib + binary, and adds an integration test into the crate that implements RON-specified testing.
Current implementation has a few requirements/gotchas that are listed in
test.rs
:Empty
MAP_READ
usage on themSubmit
I believe it's workable, and we can improve it down the road (e.g. with #792).
Testing
MUHAHAHA
cargo test
nails it