use std::time::Duration;
use bevy::render::render_resource::ShaderType;
use bevy_gpu_test::ComputeTest;
#[derive(Clone, Copy, Debug, ShaderType)]
struct In {
value: f32,
_pad1: f32,
_pad2: f32,
_pad3: f32,
}
#[derive(Clone, Copy, Debug, Default, ShaderType)]
struct Out {
value: f32,
_pad1: f32,
_pad2: f32,
_pad3: f32,
}
#[test]
#[should_panic(expected = "timed out waiting for results")]
fn nonexistent_shader_times_out() {
let inputs = vec![In {
value: 1.0,
_pad1: 0.0,
_pad2: 0.0,
_pad3: 0.0,
}];
let _results: Vec<Out> = ComputeTest::new("shaders/does_not_exist.wgsl", inputs)
.with_timeout(Duration::from_secs(3))
.run();
}