Add option to auto generate bindings for external textures
With this change, the backend sanitizers always run the
MultiplanarExternalTexture transform. If the new option is enabled, it
auto-generates bindings for this transform.
This change also enables this auto-generation for the Tint commandline
application, as well as for the fuzzers.
Bug: chromium:1310623
Change-Id: I3c661c4753dc67c0212051d09024cbeda3939f8c
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/85542
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
diff --git a/test/tint/builtins/textureLoad/texture_external_param.wgsl.expected.hlsl b/test/tint/builtins/textureLoad/texture_external_param.wgsl.expected.hlsl
new file mode 100644
index 0000000..e7f6715
--- /dev/null
+++ b/test/tint/builtins/textureLoad/texture_external_param.wgsl.expected.hlsl
@@ -0,0 +1,72 @@
+struct ExternalTextureParams {
+ uint numPlanes;
+ float vr;
+ float ug;
+ float vg;
+ float ub;
+};
+
+Texture2D<float4> ext_tex_plane_1 : register(t1, space1);
+cbuffer cbuffer_ext_tex_params : register(b2, space1) {
+ uint4 ext_tex_params[2];
+};
+Texture2D<float4> arg_0 : register(t0, space1);
+
+float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) {
+ if ((params.numPlanes == 1u)) {
+ return plane0.Load(int3(coord, 0));
+ }
+ const float y = (plane0.Load(int3(coord, 0)).r - 0.0625f);
+ const float2 uv = (plane1.Load(int3(coord, 0)).rg - 0.5f);
+ const float u = uv.x;
+ const float v = uv.y;
+ const float r = ((1.164000034f * y) + (params.vr * v));
+ const float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v));
+ const float b = ((1.164000034f * y) + (params.ub * u));
+ return float4(r, g, b, 1.0f);
+}
+
+float4 textureLoad2d(Texture2D<float4> tint_symbol, Texture2D<float4> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) {
+ return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1);
+}
+
+ExternalTextureParams tint_symbol_2(uint4 buffer[2], uint offset) {
+ const uint scalar_offset = ((offset + 0u)) / 4;
+ const uint scalar_offset_1 = ((offset + 4u)) / 4;
+ const uint scalar_offset_2 = ((offset + 8u)) / 4;
+ const uint scalar_offset_3 = ((offset + 12u)) / 4;
+ const uint scalar_offset_4 = ((offset + 16u)) / 4;
+ const ExternalTextureParams tint_symbol_5 = {buffer[scalar_offset / 4][scalar_offset % 4], asfloat(buffer[scalar_offset_1 / 4][scalar_offset_1 % 4]), asfloat(buffer[scalar_offset_2 / 4][scalar_offset_2 % 4]), asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4])};
+ return tint_symbol_5;
+}
+
+void doTextureLoad() {
+ float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), int2(0, 0));
+}
+
+struct tint_symbol_1 {
+ float4 value : SV_Position;
+};
+
+float4 vertex_main_inner() {
+ doTextureLoad();
+ return float4(0.0f, 0.0f, 0.0f, 0.0f);
+}
+
+tint_symbol_1 vertex_main() {
+ const float4 inner_result = vertex_main_inner();
+ tint_symbol_1 wrapper_result = (tint_symbol_1)0;
+ wrapper_result.value = inner_result;
+ return wrapper_result;
+}
+
+void fragment_main() {
+ doTextureLoad();
+ return;
+}
+
+[numthreads(1, 1, 1)]
+void compute_main() {
+ doTextureLoad();
+ return;
+}