| // Copyright 2023 The Tint Authors. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include <utility> |
| |
| #include "src/tint/lang/core/ir/transform/helper_test.h" |
| #include "src/tint/lang/core/type/struct.h" |
| #include "src/tint/lang/spirv/writer/raise/shader_io.h" |
| |
| namespace tint::spirv::writer::raise { |
| namespace { |
| |
| using namespace tint::core::fluent_types; // NOLINT |
| using namespace tint::core::number_suffixes; // NOLINT |
| |
| using SpirvWriter_ShaderIOTest = core::ir::transform::TransformTest; |
| |
| TEST_F(SpirvWriter_ShaderIOTest, NoInputsOrOutputs) { |
| auto* ep = b.Function("foo", ty.void_()); |
| ep->SetStage(core::ir::Function::PipelineStage::kCompute); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep); |
| }); |
| |
| auto* src = R"( |
| %foo = @compute func():void -> %b1 { |
| %b1 = block { |
| ret |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = src; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, Parameters_NonStruct) { |
| auto* ep = b.Function("foo", ty.void_()); |
| auto* front_facing = b.FunctionParam("front_facing", ty.bool_()); |
| front_facing->SetBuiltin(core::ir::FunctionParam::Builtin::kFrontFacing); |
| auto* position = b.FunctionParam("position", ty.vec4<f32>()); |
| position->SetBuiltin(core::ir::FunctionParam::Builtin::kPosition); |
| position->SetInvariant(true); |
| auto* color1 = b.FunctionParam("color1", ty.f32()); |
| color1->SetLocation(0, {}); |
| auto* color2 = b.FunctionParam("color2", ty.f32()); |
| color2->SetLocation(1, core::Interpolation{core::InterpolationType::kLinear, |
| core::InterpolationSampling::kSample}); |
| |
| ep->SetParams({front_facing, position, color1, color2}); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { |
| auto* ifelse = b.If(front_facing); |
| b.Append(ifelse->True(), [&] { |
| b.Multiply(ty.vec4<f32>(), position, b.Add(ty.f32(), color1, color2)); |
| b.ExitIf(ifelse); |
| }); |
| b.Return(ep); |
| }); |
| |
| auto* src = R"( |
| %foo = @fragment func(%front_facing:bool [@front_facing], %position:vec4<f32> [@invariant, @position], %color1:f32 [@location(0)], %color2:f32 [@location(1), @interpolate(linear, sample)]):void -> %b1 { |
| %b1 = block { |
| if %front_facing [t: %b2] { # if_1 |
| %b2 = block { # true |
| %6:f32 = add %color1, %color2 |
| %7:vec4<f32> = mul %position, %6 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| %b1 = block { # root |
| %foo_front_facing_Input:ptr<__in, bool, read> = var @builtin(front_facing) |
| %foo_position_Input:ptr<__in, vec4<f32>, read> = var @invariant @builtin(position) |
| %foo_loc0_Input:ptr<__in, f32, read> = var @location(0) |
| %foo_loc1_Input:ptr<__in, f32, read> = var @location(1) @interpolate(linear, sample) |
| } |
| |
| %foo_inner = func(%front_facing:bool, %position:vec4<f32>, %color1:f32, %color2:f32):void -> %b2 { |
| %b2 = block { |
| if %front_facing [t: %b3] { # if_1 |
| %b3 = block { # true |
| %10:f32 = add %color1, %color2 |
| %11:vec4<f32> = mul %position, %10 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %foo = @fragment func():void -> %b4 { |
| %b4 = block { |
| %13:bool = load %foo_front_facing_Input |
| %14:vec4<f32> = load %foo_position_Input |
| %15:f32 = load %foo_loc0_Input |
| %16:f32 = load %foo_loc1_Input |
| %17:void = call %foo_inner, %13, %14, %15, %16 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, Parameters_Struct) { |
| auto* str_ty = ty.Struct(mod.symbols.New("Inputs"), |
| { |
| { |
| mod.symbols.New("front_facing"), |
| ty.bool_(), |
| {{}, {}, core::BuiltinValue::kFrontFacing, {}, false}, |
| }, |
| { |
| mod.symbols.New("position"), |
| ty.vec4<f32>(), |
| {{}, {}, core::BuiltinValue::kPosition, {}, true}, |
| }, |
| { |
| mod.symbols.New("color1"), |
| ty.f32(), |
| {0u, {}, {}, {}, false}, |
| }, |
| { |
| mod.symbols.New("color2"), |
| ty.f32(), |
| {1u, |
| {}, |
| {}, |
| core::Interpolation{core::InterpolationType::kLinear, |
| core::InterpolationSampling::kSample}, |
| false}, |
| }, |
| }); |
| |
| auto* ep = b.Function("foo", ty.void_()); |
| auto* str_param = b.FunctionParam("inputs", str_ty); |
| ep->SetParams({str_param}); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { |
| auto* ifelse = b.If(b.Access(ty.bool_(), str_param, 0_i)); |
| b.Append(ifelse->True(), [&] { |
| auto* position = b.Access(ty.vec4<f32>(), str_param, 1_i); |
| auto* color1 = b.Access(ty.f32(), str_param, 2_i); |
| auto* color2 = b.Access(ty.f32(), str_param, 3_i); |
| b.Multiply(ty.vec4<f32>(), position, b.Add(ty.f32(), color1, color2)); |
| b.ExitIf(ifelse); |
| }); |
| b.Return(ep); |
| }); |
| |
| auto* src = R"( |
| Inputs = struct @align(16) { |
| front_facing:bool @offset(0), @builtin(front_facing) |
| position:vec4<f32> @offset(16), @invariant, @builtin(position) |
| color1:f32 @offset(32), @location(0) |
| color2:f32 @offset(36), @location(1), @interpolate(linear, sample) |
| } |
| |
| %foo = @fragment func(%inputs:Inputs):void -> %b1 { |
| %b1 = block { |
| %3:bool = access %inputs, 0i |
| if %3 [t: %b2] { # if_1 |
| %b2 = block { # true |
| %4:vec4<f32> = access %inputs, 1i |
| %5:f32 = access %inputs, 2i |
| %6:f32 = access %inputs, 3i |
| %7:f32 = add %5, %6 |
| %8:vec4<f32> = mul %4, %7 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Inputs = struct @align(16) { |
| front_facing:bool @offset(0) |
| position:vec4<f32> @offset(16) |
| color1:f32 @offset(32) |
| color2:f32 @offset(36) |
| } |
| |
| %b1 = block { # root |
| %foo_front_facing_Input:ptr<__in, bool, read> = var @builtin(front_facing) |
| %foo_position_Input:ptr<__in, vec4<f32>, read> = var @invariant @builtin(position) |
| %foo_loc0_Input:ptr<__in, f32, read> = var @location(0) |
| %foo_loc1_Input:ptr<__in, f32, read> = var @location(1) @interpolate(linear, sample) |
| } |
| |
| %foo_inner = func(%inputs:Inputs):void -> %b2 { |
| %b2 = block { |
| %7:bool = access %inputs, 0i |
| if %7 [t: %b3] { # if_1 |
| %b3 = block { # true |
| %8:vec4<f32> = access %inputs, 1i |
| %9:f32 = access %inputs, 2i |
| %10:f32 = access %inputs, 3i |
| %11:f32 = add %9, %10 |
| %12:vec4<f32> = mul %8, %11 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %foo = @fragment func():void -> %b4 { |
| %b4 = block { |
| %14:bool = load %foo_front_facing_Input |
| %15:vec4<f32> = load %foo_position_Input |
| %16:f32 = load %foo_loc0_Input |
| %17:f32 = load %foo_loc1_Input |
| %18:Inputs = construct %14, %15, %16, %17 |
| %19:void = call %foo_inner, %18 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, Parameters_Mixed) { |
| auto* str_ty = ty.Struct(mod.symbols.New("Inputs"), |
| { |
| { |
| mod.symbols.New("position"), |
| ty.vec4<f32>(), |
| {{}, {}, core::BuiltinValue::kPosition, {}, true}, |
| }, |
| { |
| mod.symbols.New("color1"), |
| ty.f32(), |
| {0u, {}, {}, {}, false}, |
| }, |
| }); |
| |
| auto* ep = b.Function("foo", ty.void_()); |
| auto* front_facing = b.FunctionParam("front_facing", ty.bool_()); |
| front_facing->SetBuiltin(core::ir::FunctionParam::Builtin::kFrontFacing); |
| auto* str_param = b.FunctionParam("inputs", str_ty); |
| auto* color2 = b.FunctionParam("color2", ty.f32()); |
| color2->SetLocation(1, core::Interpolation{core::InterpolationType::kLinear, |
| core::InterpolationSampling::kSample}); |
| |
| ep->SetParams({front_facing, str_param, color2}); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { |
| auto* ifelse = b.If(front_facing); |
| b.Append(ifelse->True(), [&] { |
| auto* position = b.Access(ty.vec4<f32>(), str_param, 0_i); |
| auto* color1 = b.Access(ty.f32(), str_param, 1_i); |
| b.Multiply(ty.vec4<f32>(), position, b.Add(ty.f32(), color1, color2)); |
| b.ExitIf(ifelse); |
| }); |
| b.Return(ep); |
| }); |
| |
| auto* src = R"( |
| Inputs = struct @align(16) { |
| position:vec4<f32> @offset(0), @invariant, @builtin(position) |
| color1:f32 @offset(16), @location(0) |
| } |
| |
| %foo = @fragment func(%front_facing:bool [@front_facing], %inputs:Inputs, %color2:f32 [@location(1), @interpolate(linear, sample)]):void -> %b1 { |
| %b1 = block { |
| if %front_facing [t: %b2] { # if_1 |
| %b2 = block { # true |
| %5:vec4<f32> = access %inputs, 0i |
| %6:f32 = access %inputs, 1i |
| %7:f32 = add %6, %color2 |
| %8:vec4<f32> = mul %5, %7 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Inputs = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| color1:f32 @offset(16) |
| } |
| |
| %b1 = block { # root |
| %foo_front_facing_Input:ptr<__in, bool, read> = var @builtin(front_facing) |
| %foo_position_Input:ptr<__in, vec4<f32>, read> = var @invariant @builtin(position) |
| %foo_loc0_Input:ptr<__in, f32, read> = var @location(0) |
| %foo_loc1_Input:ptr<__in, f32, read> = var @location(1) @interpolate(linear, sample) |
| } |
| |
| %foo_inner = func(%front_facing:bool, %inputs:Inputs, %color2:f32):void -> %b2 { |
| %b2 = block { |
| if %front_facing [t: %b3] { # if_1 |
| %b3 = block { # true |
| %9:vec4<f32> = access %inputs, 0i |
| %10:f32 = access %inputs, 1i |
| %11:f32 = add %10, %color2 |
| %12:vec4<f32> = mul %9, %11 |
| exit_if # if_1 |
| } |
| } |
| ret |
| } |
| } |
| %foo = @fragment func():void -> %b4 { |
| %b4 = block { |
| %14:bool = load %foo_front_facing_Input |
| %15:vec4<f32> = load %foo_position_Input |
| %16:f32 = load %foo_loc0_Input |
| %17:Inputs = construct %15, %16 |
| %18:f32 = load %foo_loc1_Input |
| %19:void = call %foo_inner, %14, %17, %18 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, ReturnValue_NonStructBuiltin) { |
| auto* ep = b.Function("foo", ty.vec4<f32>()); |
| ep->SetReturnBuiltin(core::ir::Function::ReturnBuiltin::kPosition); |
| ep->SetReturnInvariant(true); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(ty.vec4<f32>(), 0.5_f)); |
| }); |
| |
| auto* src = R"( |
| %foo = @vertex func():vec4<f32> [@invariant, @position] -> %b1 { |
| %b1 = block { |
| %2:vec4<f32> = construct 0.5f |
| ret %2 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| %b1 = block { # root |
| %foo_position_Output:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position) |
| } |
| |
| %foo_inner = func():vec4<f32> -> %b2 { |
| %b2 = block { |
| %3:vec4<f32> = construct 0.5f |
| ret %3 |
| } |
| } |
| %foo = @vertex func():void -> %b3 { |
| %b3 = block { |
| %5:vec4<f32> = call %foo_inner |
| store %foo_position_Output, %5 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, ReturnValue_NonStructLocation) { |
| auto* ep = b.Function("foo", ty.vec4<f32>()); |
| ep->SetReturnLocation(1u, {}); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(ty.vec4<f32>(), 0.5_f)); |
| }); |
| |
| auto* src = R"( |
| %foo = @fragment func():vec4<f32> [@location(1)] -> %b1 { |
| %b1 = block { |
| %2:vec4<f32> = construct 0.5f |
| ret %2 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| %b1 = block { # root |
| %foo_loc1_Output:ptr<__out, vec4<f32>, write> = var @location(1) |
| } |
| |
| %foo_inner = func():vec4<f32> -> %b2 { |
| %b2 = block { |
| %3:vec4<f32> = construct 0.5f |
| ret %3 |
| } |
| } |
| %foo = @fragment func():void -> %b3 { |
| %b3 = block { |
| %5:vec4<f32> = call %foo_inner |
| store %foo_loc1_Output, %5 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, ReturnValue_Struct) { |
| auto* str_ty = ty.Struct(mod.symbols.New("Outputs"), |
| { |
| { |
| mod.symbols.New("position"), |
| ty.vec4<f32>(), |
| {{}, {}, core::BuiltinValue::kPosition, {}, true}, |
| }, |
| { |
| mod.symbols.New("color1"), |
| ty.f32(), |
| {0u, {}, {}, {}, false}, |
| }, |
| { |
| mod.symbols.New("color2"), |
| ty.f32(), |
| {1u, |
| {}, |
| {}, |
| core::Interpolation{core::InterpolationType::kLinear, |
| core::InterpolationSampling::kSample}, |
| false}, |
| }, |
| }); |
| |
| auto* ep = b.Function("foo", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(str_ty, b.Construct(ty.vec4<f32>(), 0_f), 0.25_f, 0.75_f)); |
| }); |
| |
| auto* src = R"( |
| Outputs = struct @align(16) { |
| position:vec4<f32> @offset(0), @invariant, @builtin(position) |
| color1:f32 @offset(16), @location(0) |
| color2:f32 @offset(20), @location(1), @interpolate(linear, sample) |
| } |
| |
| %foo = @vertex func():Outputs -> %b1 { |
| %b1 = block { |
| %2:vec4<f32> = construct 0.0f |
| %3:Outputs = construct %2, 0.25f, 0.75f |
| ret %3 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Outputs = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| color1:f32 @offset(16) |
| color2:f32 @offset(20) |
| } |
| |
| %b1 = block { # root |
| %foo_position_Output:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position) |
| %foo_loc0_Output:ptr<__out, f32, write> = var @location(0) |
| %foo_loc1_Output:ptr<__out, f32, write> = var @location(1) @interpolate(linear, sample) |
| } |
| |
| %foo_inner = func():Outputs -> %b2 { |
| %b2 = block { |
| %5:vec4<f32> = construct 0.0f |
| %6:Outputs = construct %5, 0.25f, 0.75f |
| ret %6 |
| } |
| } |
| %foo = @vertex func():void -> %b3 { |
| %b3 = block { |
| %8:Outputs = call %foo_inner |
| %9:vec4<f32> = access %8, 0u |
| store %foo_position_Output, %9 |
| %10:f32 = access %8, 1u |
| store %foo_loc0_Output, %10 |
| %11:f32 = access %8, 2u |
| store %foo_loc1_Output, %11 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, Struct_SharedByVertexAndFragment) { |
| auto* vec4f = ty.vec4<f32>(); |
| auto* str_ty = ty.Struct(mod.symbols.New("Interface"), |
| { |
| { |
| mod.symbols.New("position"), |
| vec4f, |
| {{}, {}, core::BuiltinValue::kPosition, {}, false}, |
| }, |
| { |
| mod.symbols.New("color"), |
| vec4f, |
| {0u, {}, {}, {}, false}, |
| }, |
| }); |
| |
| // Vertex shader. |
| { |
| auto* ep = b.Function("vert", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| |
| b.Append(ep->Block(), [&] { // |
| auto* position = b.Construct(vec4f, 0_f); |
| auto* color = b.Construct(vec4f, 1_f); |
| b.Return(ep, b.Construct(str_ty, position, color)); |
| }); |
| } |
| |
| // Fragment shader. |
| { |
| auto* ep = b.Function("frag", vec4f); |
| auto* inputs = b.FunctionParam("inputs", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| ep->SetParams({inputs}); |
| ep->SetReturnLocation(0u, {}); |
| |
| b.Append(ep->Block(), [&] { // |
| auto* position = b.Access(vec4f, inputs, 0_u); |
| auto* color = b.Access(vec4f, inputs, 1_u); |
| b.Return(ep, b.Add(vec4f, position, color)); |
| }); |
| } |
| |
| auto* src = R"( |
| Interface = struct @align(16) { |
| position:vec4<f32> @offset(0), @builtin(position) |
| color:vec4<f32> @offset(16), @location(0) |
| } |
| |
| %vert = @vertex func():Interface -> %b1 { |
| %b1 = block { |
| %2:vec4<f32> = construct 0.0f |
| %3:vec4<f32> = construct 1.0f |
| %4:Interface = construct %2, %3 |
| ret %4 |
| } |
| } |
| %frag = @fragment func(%inputs:Interface):vec4<f32> [@location(0)] -> %b2 { |
| %b2 = block { |
| %7:vec4<f32> = access %inputs, 0u |
| %8:vec4<f32> = access %inputs, 1u |
| %9:vec4<f32> = add %7, %8 |
| ret %9 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Interface = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| color:vec4<f32> @offset(16) |
| } |
| |
| %b1 = block { # root |
| %vert_position_Output:ptr<__out, vec4<f32>, write> = var @builtin(position) |
| %vert_loc0_Output:ptr<__out, vec4<f32>, write> = var @location(0) |
| %frag_position_Input:ptr<__in, vec4<f32>, read> = var @builtin(position) |
| %frag_loc0_Input:ptr<__in, vec4<f32>, read> = var @location(0) |
| %frag_loc0_Output:ptr<__out, vec4<f32>, write> = var @location(0) |
| } |
| |
| %vert_inner = func():Interface -> %b2 { |
| %b2 = block { |
| %7:vec4<f32> = construct 0.0f |
| %8:vec4<f32> = construct 1.0f |
| %9:Interface = construct %7, %8 |
| ret %9 |
| } |
| } |
| %frag_inner = func(%inputs:Interface):vec4<f32> -> %b3 { |
| %b3 = block { |
| %12:vec4<f32> = access %inputs, 0u |
| %13:vec4<f32> = access %inputs, 1u |
| %14:vec4<f32> = add %12, %13 |
| ret %14 |
| } |
| } |
| %vert = @vertex func():void -> %b4 { |
| %b4 = block { |
| %16:Interface = call %vert_inner |
| %17:vec4<f32> = access %16, 0u |
| store %vert_position_Output, %17 |
| %18:vec4<f32> = access %16, 1u |
| store %vert_loc0_Output, %18 |
| ret |
| } |
| } |
| %frag = @fragment func():void -> %b5 { |
| %b5 = block { |
| %20:vec4<f32> = load %frag_position_Input |
| %21:vec4<f32> = load %frag_loc0_Input |
| %22:Interface = construct %20, %21 |
| %23:vec4<f32> = call %frag_inner, %22 |
| store %frag_loc0_Output, %23 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, Struct_SharedWithBuffer) { |
| auto* vec4f = ty.vec4<f32>(); |
| auto* str_ty = ty.Struct(mod.symbols.New("Outputs"), |
| { |
| { |
| mod.symbols.New("position"), |
| vec4f, |
| {{}, {}, core::BuiltinValue::kPosition, {}, false}, |
| }, |
| { |
| mod.symbols.New("color"), |
| vec4f, |
| {0u, {}, {}, {}, false}, |
| }, |
| }); |
| |
| auto* buffer = b.RootBlock()->Append(b.Var(ty.ptr(storage, str_ty, read))); |
| |
| auto* ep = b.Function("vert", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Load(buffer)); |
| }); |
| |
| auto* src = R"( |
| Outputs = struct @align(16) { |
| position:vec4<f32> @offset(0), @builtin(position) |
| color:vec4<f32> @offset(16), @location(0) |
| } |
| |
| %b1 = block { # root |
| %1:ptr<storage, Outputs, read> = var |
| } |
| |
| %vert = @vertex func():Outputs -> %b2 { |
| %b2 = block { |
| %3:Outputs = load %1 |
| ret %3 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Outputs = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| color:vec4<f32> @offset(16) |
| } |
| |
| %b1 = block { # root |
| %1:ptr<storage, Outputs, read> = var |
| %vert_position_Output:ptr<__out, vec4<f32>, write> = var @builtin(position) |
| %vert_loc0_Output:ptr<__out, vec4<f32>, write> = var @location(0) |
| } |
| |
| %vert_inner = func():Outputs -> %b2 { |
| %b2 = block { |
| %5:Outputs = load %1 |
| ret %5 |
| } |
| } |
| %vert = @vertex func():void -> %b3 { |
| %b3 = block { |
| %7:Outputs = call %vert_inner |
| %8:vec4<f32> = access %7, 0u |
| store %vert_position_Output, %8 |
| %9:vec4<f32> = access %7, 1u |
| store %vert_loc0_Output, %9 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| // Test that we change the type of the sample mask builtin to an array for SPIR-V. |
| TEST_F(SpirvWriter_ShaderIOTest, SampleMask) { |
| auto* str_ty = ty.Struct(mod.symbols.New("Outputs"), |
| { |
| { |
| mod.symbols.New("color"), |
| ty.f32(), |
| {0u, {}, {}, {}, false}, |
| }, |
| { |
| mod.symbols.New("mask"), |
| ty.u32(), |
| {{}, {}, core::BuiltinValue::kSampleMask, {}, false}, |
| }, |
| }); |
| |
| auto* mask_in = b.FunctionParam("mask_in", ty.u32()); |
| mask_in->SetBuiltin(core::ir::FunctionParam::Builtin::kSampleMask); |
| |
| auto* ep = b.Function("foo", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| ep->SetParams({mask_in}); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(str_ty, 0.5_f, mask_in)); |
| }); |
| |
| auto* src = R"( |
| Outputs = struct @align(4) { |
| color:f32 @offset(0), @location(0) |
| mask:u32 @offset(4), @builtin(sample_mask) |
| } |
| |
| %foo = @fragment func(%mask_in:u32 [@sample_mask]):Outputs -> %b1 { |
| %b1 = block { |
| %3:Outputs = construct 0.5f, %mask_in |
| ret %3 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Outputs = struct @align(4) { |
| color:f32 @offset(0) |
| mask:u32 @offset(4) |
| } |
| |
| %b1 = block { # root |
| %foo_sample_mask_Input:ptr<__in, array<u32, 1>, read> = var @builtin(sample_mask) |
| %foo_loc0_Output:ptr<__out, f32, write> = var @location(0) |
| %foo_sample_mask_Output:ptr<__out, array<u32, 1>, write> = var @builtin(sample_mask) |
| } |
| |
| %foo_inner = func(%mask_in:u32):Outputs -> %b2 { |
| %b2 = block { |
| %6:Outputs = construct 0.5f, %mask_in |
| ret %6 |
| } |
| } |
| %foo = @fragment func():void -> %b3 { |
| %b3 = block { |
| %8:ptr<__in, u32, read> = access %foo_sample_mask_Input, 0u |
| %9:u32 = load %8 |
| %10:Outputs = call %foo_inner, %9 |
| %11:f32 = access %10, 0u |
| store %foo_loc0_Output, %11 |
| %12:u32 = access %10, 1u |
| %13:ptr<__out, u32, write> = access %foo_sample_mask_Output, 0u |
| store %13, %12 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| // Test that interpolation attributes are stripped from vertex inputs and fragment outputs. |
| TEST_F(SpirvWriter_ShaderIOTest, InterpolationOnVertexInputOrFragmentOutput) { |
| auto* str_ty = ty.Struct(mod.symbols.New("MyStruct"), |
| { |
| { |
| mod.symbols.New("color"), |
| ty.f32(), |
| {1u, |
| {}, |
| {}, |
| core::Interpolation{core::InterpolationType::kLinear, |
| core::InterpolationSampling::kSample}, |
| false}, |
| }, |
| }); |
| |
| // Vertex shader. |
| { |
| auto* ep = b.Function("vert", ty.vec4<f32>()); |
| ep->SetReturnBuiltin(core::ir::Function::ReturnBuiltin::kPosition); |
| ep->SetReturnInvariant(true); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| |
| auto* str_param = b.FunctionParam("input", str_ty); |
| auto* ival = b.FunctionParam("ival", ty.i32()); |
| ival->SetLocation(1, core::Interpolation{core::InterpolationType::kFlat}); |
| ep->SetParams({str_param, ival}); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(ty.vec4<f32>(), 0.5_f)); |
| }); |
| } |
| |
| // Fragment shader with struct output. |
| { |
| auto* ep = b.Function("frag1", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(str_ty, 0.5_f)); |
| }); |
| } |
| |
| // Fragment shader with non-struct output. |
| { |
| auto* ep = b.Function("frag2", ty.i32()); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| ep->SetReturnLocation(0, core::Interpolation{core::InterpolationType::kFlat}); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Constant(42_i)); |
| }); |
| } |
| |
| auto* src = R"( |
| MyStruct = struct @align(4) { |
| color:f32 @offset(0), @location(1), @interpolate(linear, sample) |
| } |
| |
| %vert = @vertex func(%input:MyStruct, %ival:i32 [@location(1), @interpolate(flat)]):vec4<f32> [@invariant, @position] -> %b1 { |
| %b1 = block { |
| %4:vec4<f32> = construct 0.5f |
| ret %4 |
| } |
| } |
| %frag1 = @fragment func():MyStruct -> %b2 { |
| %b2 = block { |
| %6:MyStruct = construct 0.5f |
| ret %6 |
| } |
| } |
| %frag2 = @fragment func():i32 [@location(0), @interpolate(flat)] -> %b3 { |
| %b3 = block { |
| ret 42i |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| MyStruct = struct @align(4) { |
| color:f32 @offset(0) |
| } |
| |
| %b1 = block { # root |
| %vert_loc1_Input:ptr<__in, f32, read> = var @location(1) |
| %vert_loc1_Input_1:ptr<__in, i32, read> = var @location(1) # %vert_loc1_Input_1: 'vert_loc1_Input' |
| %vert_position_Output:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position) |
| %frag1_loc1_Output:ptr<__out, f32, write> = var @location(1) |
| %frag2_loc0_Output:ptr<__out, i32, write> = var @location(0) |
| } |
| |
| %vert_inner = func(%input:MyStruct, %ival:i32):vec4<f32> -> %b2 { |
| %b2 = block { |
| %9:vec4<f32> = construct 0.5f |
| ret %9 |
| } |
| } |
| %frag1_inner = func():MyStruct -> %b3 { |
| %b3 = block { |
| %11:MyStruct = construct 0.5f |
| ret %11 |
| } |
| } |
| %frag2_inner = func():i32 -> %b4 { |
| %b4 = block { |
| ret 42i |
| } |
| } |
| %vert = @vertex func():void -> %b5 { |
| %b5 = block { |
| %14:f32 = load %vert_loc1_Input |
| %15:MyStruct = construct %14 |
| %16:i32 = load %vert_loc1_Input_1 |
| %17:vec4<f32> = call %vert_inner, %15, %16 |
| store %vert_position_Output, %17 |
| ret |
| } |
| } |
| %frag1 = @fragment func():void -> %b6 { |
| %b6 = block { |
| %19:MyStruct = call %frag1_inner |
| %20:f32 = access %19, 0u |
| store %frag1_loc1_Output, %20 |
| ret |
| } |
| } |
| %frag2 = @fragment func():void -> %b7 { |
| %b7 = block { |
| %22:i32 = call %frag2_inner |
| store %frag2_loc0_Output, %22 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = false; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, ClampFragDepth) { |
| auto* str_ty = ty.Struct(mod.symbols.New("Outputs"), |
| { |
| { |
| mod.symbols.New("color"), |
| ty.f32(), |
| {0u, {}, {}, {}, false}, |
| }, |
| { |
| mod.symbols.New("depth"), |
| ty.f32(), |
| {{}, {}, core::BuiltinValue::kFragDepth, {}, false}, |
| }, |
| }); |
| |
| auto* ep = b.Function("foo", str_ty); |
| ep->SetStage(core::ir::Function::PipelineStage::kFragment); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(str_ty, 0.5_f, 2_f)); |
| }); |
| |
| auto* src = R"( |
| Outputs = struct @align(4) { |
| color:f32 @offset(0), @location(0) |
| depth:f32 @offset(4), @builtin(frag_depth) |
| } |
| |
| %foo = @fragment func():Outputs -> %b1 { |
| %b1 = block { |
| %2:Outputs = construct 0.5f, 2.0f |
| ret %2 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| Outputs = struct @align(4) { |
| color:f32 @offset(0) |
| depth:f32 @offset(4) |
| } |
| |
| FragDepthClampArgs = struct @align(4), @block { |
| min:f32 @offset(0) |
| max:f32 @offset(4) |
| } |
| |
| %b1 = block { # root |
| %foo_loc0_Output:ptr<__out, f32, write> = var @location(0) |
| %foo_frag_depth_Output:ptr<__out, f32, write> = var @builtin(frag_depth) |
| %tint_frag_depth_clamp_args:ptr<push_constant, FragDepthClampArgs, read_write> = var |
| } |
| |
| %foo_inner = func():Outputs -> %b2 { |
| %b2 = block { |
| %5:Outputs = construct 0.5f, 2.0f |
| ret %5 |
| } |
| } |
| %foo = @fragment func():void -> %b3 { |
| %b3 = block { |
| %7:Outputs = call %foo_inner |
| %8:f32 = access %7, 0u |
| store %foo_loc0_Output, %8 |
| %9:f32 = access %7, 1u |
| %10:FragDepthClampArgs = load %tint_frag_depth_clamp_args |
| %11:f32 = access %10, 0u |
| %12:f32 = access %10, 1u |
| %13:f32 = clamp %9, %11, %12 |
| store %foo_frag_depth_Output, %13 |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.clamp_frag_depth = true; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(SpirvWriter_ShaderIOTest, EmitVertexPointSize) { |
| auto* ep = b.Function("foo", ty.vec4<f32>()); |
| ep->SetStage(core::ir::Function::PipelineStage::kVertex); |
| ep->SetReturnBuiltin(core::ir::Function::ReturnBuiltin::kPosition); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep, b.Construct(ty.vec4<f32>(), 0.5_f)); |
| }); |
| |
| auto* src = R"( |
| %foo = @vertex func():vec4<f32> [@position] -> %b1 { |
| %b1 = block { |
| %2:vec4<f32> = construct 0.5f |
| ret %2 |
| } |
| } |
| )"; |
| EXPECT_EQ(src, str()); |
| |
| auto* expect = R"( |
| %b1 = block { # root |
| %foo_position_Output:ptr<__out, vec4<f32>, write> = var @builtin(position) |
| %foo___point_size_Output:ptr<__out, f32, write> = var @builtin(__point_size) |
| } |
| |
| %foo_inner = func():vec4<f32> -> %b2 { |
| %b2 = block { |
| %4:vec4<f32> = construct 0.5f |
| ret %4 |
| } |
| } |
| %foo = @vertex func():void -> %b3 { |
| %b3 = block { |
| %6:vec4<f32> = call %foo_inner |
| store %foo_position_Output, %6 |
| store %foo___point_size_Output, 1.0f |
| ret |
| } |
| } |
| )"; |
| |
| ShaderIOConfig config; |
| config.emit_vertex_point_size = true; |
| Run(ShaderIO, config); |
| |
| EXPECT_EQ(expect, str()); |
| } |
| |
| } // namespace |
| } // namespace tint::spirv::writer::raise |