Description
Now that we got #786, we should start taking advantage of it by introducing local "playtests".
We can take wgpu-rs
example matrix as a baseline:
- vertex attributes
- instancing
- lines and points
- sampled color textures
- storage textures
- binding array
- comparison samplers
- subresource views
- cubemaps
- multisampling
- off-screen rendering
- stencil testing
- depth testing
- depth biasing
- read-only depth
- blending
- render bundles
- compute passes
- optional extensions
- - binding indexing
- - push constants
- WGSL shaders
Note-1: we don't have to be super detailed in testing all the features in the world. It's just one of the testing layers in "defence in depth" onion of layers, above gfx-rs running on Warden and Vulkan CTS, and below wgpu-rs and WebGPU CTS. Common sense should be applied to weight the maintenance overhead versus the test coverage. I think getting a test for an entry in the feature matrix is a great start.
Note-2: it's not clear what shaders we should be using here. I suggest we start with a single shader module that outputs a full-screen quad (without vertex attributes) in VS, and writes down a solid fixed color to the output in FS. Perhaps, we can write test shaders in WGSL right away as this thing is getting more and more mature?