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[meta] Feature Testing Checklist #807

Closed as not planned
Closed as not planned
@kvark

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@kvark

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?

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