WGSL: Replace last uses of var<in> and var<out>
Bug: dawn:755
Change-Id: Idaca6965fd2b5d0f2e0028d8edfff6c507050a45
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48240
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
diff --git a/src/dawn_native/CopyTextureForBrowserHelper.cpp b/src/dawn_native/CopyTextureForBrowserHelper.cpp
index 386127f..ac730dc 100644
--- a/src/dawn_native/CopyTextureForBrowserHelper.cpp
+++ b/src/dawn_native/CopyTextureForBrowserHelper.cpp
@@ -38,16 +38,23 @@
u_scale : vec2<f32>;
u_offset : vec2<f32>;
};
+ [[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
+
const texcoord : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-0.5, 0.0),
vec2<f32>( 1.5, 0.0),
vec2<f32>( 0.5, 2.0));
- [[location(0)]] var<out> v_texcoord: vec2<f32>;
- [[builtin(position)]] var<out> Position : vec4<f32>;
- [[builtin(vertex_index)]] var<in> VertexIndex : u32;
- [[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
- [[stage(vertex)]] fn main() {
- Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
+
+ struct VertexOutputs {
+ [[location(0)]] texcoords : vec2<f32>;
+ [[builtin(position)]] position : vec4<f32>;
+ };
+
+ [[stage(vertex)]] fn main(
+ [[builtin(vertex_index)]] VertexIndex : u32
+ ) -> VertexOutputs {
+ var output : VertexOutputs;
+ output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
// flipY case can get negative number.
@@ -59,33 +66,38 @@
// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
// Adopt transform to src texture and then mapping it to triangle coord which
// do a +1 shift on Y dimension will help us got that mirror position perfectly.
- v_texcoord = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
- vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
+ output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
+ vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
} else {
// For the normal case, we need to get the exact position.
// So mapping texture to triangle firstly then adopt the transform.
- v_texcoord = (texcoord[VertexIndex] *
- vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
- uniforms.u_scale + uniforms.u_offset;
+ output.texcoords = (texcoord[VertexIndex] *
+ vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
+ uniforms.u_scale + uniforms.u_offset;
}
+
+ return output;
}
)";
static const char sCopyTextureForBrowserFragment[] = R"(
[[binding(1), group(0)]] var mySampler: sampler;
[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
- [[location(0)]] var<in> v_texcoord : vec2<f32>;
- [[location(0)]] var<out> outputColor : vec4<f32>;
- [[stage(fragment)]] fn main() {
+
+ [[stage(fragment)]] fn main(
+ [[location(0)]] texcoord : vec2<f32>
+ ) -> [[location(0)]] vec4<f32> {
// Clamp the texcoord and discard the out-of-bound pixels.
var clampedTexcoord : vec2<f32> =
- clamp(v_texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
- if (all(clampedTexcoord == v_texcoord)) {
- var srcColor : vec4<f32> = textureSample(myTexture, mySampler, v_texcoord);
- // Swizzling of texture formats when sampling / rendering is handled by the
- // hardware so we don't need special logic in this shader. This is covered by tests.
- outputColor = srcColor;
+ clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
+ if (!all(clampedTexcoord == texcoord)) {
+ discard;
}
+
+ var srcColor : vec4<f32> = textureSample(myTexture, mySampler, texcoord);
+ // Swizzling of texture formats when sampling / rendering is handled by the
+ // hardware so we don't need special logic in this shader. This is covered by tests.
+ return srcColor;
}
)";
diff --git a/src/dawn_native/QueryHelper.cpp b/src/dawn_native/QueryHelper.cpp
index 177dcc0..efc851b 100644
--- a/src/dawn_native/QueryHelper.cpp
+++ b/src/dawn_native/QueryHelper.cpp
@@ -58,12 +58,11 @@
var<storage> availability : [[access(read)]] AvailabilityArr;
[[group(0), binding(2)]] var<uniform> params : TimestampParams;
- [[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
const sizeofTimestamp : u32 = 8u;
[[stage(compute), workgroup_size(8, 1, 1)]]
- fn main() {
+ fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
if (GlobalInvocationID.x >= params.count) { return; }
var index : u32 = GlobalInvocationID.x + params.offset / sizeofTimestamp;
diff --git a/src/tests/end2end/DeprecatedAPITests.cpp b/src/tests/end2end/DeprecatedAPITests.cpp
index b78fb79..341c1f3 100644
--- a/src/tests/end2end/DeprecatedAPITests.cpp
+++ b/src/tests/end2end/DeprecatedAPITests.cpp
@@ -538,16 +538,15 @@
protected:
// Runs the test
void DoTest(const wgpu::VertexFormat vertexFormat, bool deprecated) {
- std::string attribute = "[[location(0)]] var<in> a : ";
+ std::string attribute = "[[location(0)]] a : ";
attribute += dawn::GetWGSLVertexFormatType(vertexFormat);
- attribute += ";";
std::string attribAccess = dawn::VertexFormatNumComponents(vertexFormat) > 1
? "vec4<f32>(f32(a.x), 0.0, 0.0, 1.0)"
: "vec4<f32>(f32(a), 0.0, 0.0, 1.0)";
- wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (attribute + R"(
- [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
+ wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (R"(
+ [[stage(vertex)]] fn main()" + attribute + R"() -> [[builtin(position)]] vec4<f32> {
return )" + attribAccess + R"(;
}
)")
diff --git a/src/tests/end2end/DepthStencilSamplingTests.cpp b/src/tests/end2end/DepthStencilSamplingTests.cpp
index c03349b..761fdd8 100644
--- a/src/tests/end2end/DepthStencilSamplingTests.cpp
+++ b/src/tests/end2end/DepthStencilSamplingTests.cpp
@@ -73,6 +73,7 @@
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
std::ostringstream shaderSource;
+ std::ostringstream shaderOutputStruct;
std::ostringstream shaderBody;
uint32_t index = 0;
@@ -82,10 +83,10 @@
shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index
<< " : texture_2d<f32>;\n";
- shaderSource << "[[location(" << index << ")]] var<out> result" << index
- << " : f32;\n";
+ shaderOutputStruct << " [[location(" << index << ")]] result" << index
+ << " : f32;\n";
- shaderBody << "\nresult" << index << " = textureLoad(tex" << index
+ shaderBody << "\n output.result" << index << " = textureLoad(tex" << index
<< ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n";
pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R32Float;
break;
@@ -93,10 +94,10 @@
shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index
<< " : texture_2d<u32>;\n";
- shaderSource << "[[location(" << index << ")]] var<out> result" << index
- << " : u32;\n";
+ shaderOutputStruct << " [[location(" << index << ")]] result" << index
+ << " : u32;\n";
- shaderBody << "\nresult" << index << " = textureLoad(tex" << index
+ shaderBody << "\n output.result" << index << " = textureLoad(tex" << index
<< ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n";
pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R8Uint;
break;
@@ -105,7 +106,10 @@
index++;
}
- shaderSource << "[[stage(fragment)]] fn main() { " << shaderBody.str() << "\n}";
+ shaderSource << "struct FragOutputs {\n" << shaderOutputStruct.str() << "};\n";
+ shaderSource << "[[stage(fragment)]] fn main() -> FragOutputs {\n";
+ shaderSource << " var output : FragOutputs;\n"
+ << shaderBody.str() << " return output;\n}";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shaderSource.str().c_str());
pipelineDescriptor.vertex.module = vsModule;
diff --git a/src/tests/end2end/FirstIndexOffsetTests.cpp b/src/tests/end2end/FirstIndexOffsetTests.cpp
index 46d2d6b..680cd17 100644
--- a/src/tests/end2end/FirstIndexOffsetTests.cpp
+++ b/src/tests/end2end/FirstIndexOffsetTests.cpp
@@ -86,77 +86,68 @@
uint32_t firstVertex,
uint32_t firstInstance) {
using wgpu::operator&;
- std::stringstream vertexShader;
- std::stringstream fragmentShader;
+
+ std::stringstream vertexInputs;
+ std::stringstream vertexOutputs;
+ std::stringstream vertexBody;
+ std::stringstream fragmentInputs;
+ std::stringstream fragmentBody;
+
+ vertexInputs << " [[location(0)]] position : vec4<f32>;\n";
+ vertexOutputs << " [[builtin(position)]] position : vec4<f32>;\n";
if ((checkIndex & CheckIndex::Vertex) != 0) {
- vertexShader << R"(
- [[builtin(vertex_index)]] var<in> vertex_index : u32;
- [[location(1)]] var<out> out_vertex_index : u32;
- )";
- fragmentShader << R"(
- [[location(1)]] var<in> in_vertex_index : u32;
- )";
+ vertexInputs << " [[builtin(vertex_index)]] vertex_index : u32;\n";
+ vertexOutputs << " [[location(1)]] vertex_index : u32;\n";
+ vertexBody << " output.vertex_index = input.vertex_index;\n";
+
+ fragmentInputs << " [[location(1)]] vertex_index : u32;\n";
+ fragmentBody << " idx_vals.vertex_index = input.vertex_index;\n";
}
if ((checkIndex & CheckIndex::Instance) != 0) {
- vertexShader << R"(
- [[builtin(instance_index)]] var<in> instance_index : u32;
- [[location(2)]] var<out> out_instance_index : u32;
- )";
- fragmentShader << R"(
- [[location(2)]] var<in> in_instance_index : u32;
- )";
+ vertexInputs << " [[builtin(instance_index)]] instance_index : u32;\n";
+ vertexOutputs << " [[location(2)]] instance_index : u32;\n";
+ vertexBody << " output.instance_index = input.instance_index;\n";
+
+ fragmentInputs << " [[location(2)]] instance_index : u32;\n";
+ fragmentBody << " idx_vals.instance_index = input.instance_index;\n";
}
- vertexShader << R"(
- [[builtin(position)]] var<out> position : vec4<f32>;
- [[location(0)]] var<in> pos : vec4<f32>;
+ std::string vertexShader = R"(
+struct VertexInputs {
+)" + vertexInputs.str() + R"(
+};
+struct VertexOutputs {
+)" + vertexOutputs.str() + R"(
+};
+[[stage(vertex)]] fn main(input : VertexInputs) -> VertexOutputs {
+ var output : VertexOutputs;
+)" + vertexBody.str() + R"(
+ output.position = input.position;
+ return output;
+})";
- [[stage(vertex)]] fn main() {)";
- fragmentShader << R"(
- [[block]] struct IndexVals {
- vertex_index : u32;
- instance_index : u32;
- };
+ std::string fragmentShader = R"(
+[[block]] struct IndexVals {
+ vertex_index : u32;
+ instance_index : u32;
+};
+[[group(0), binding(0)]] var<storage> idx_vals : [[access(read_write)]] IndexVals;
- [[group(0), binding(0)]] var<storage> idx_vals : [[access(read_write)]] IndexVals;
-
- [[stage(fragment)]] fn main() {
- )";
-
- if ((checkIndex & CheckIndex::Vertex) != 0) {
- vertexShader << R"(
- out_vertex_index = vertex_index;
- )";
- fragmentShader << R"(
- idx_vals.vertex_index = in_vertex_index;
- )";
- }
- if ((checkIndex & CheckIndex::Instance) != 0) {
- vertexShader << R"(
- out_instance_index = instance_index;
- )";
- fragmentShader << R"(
- idx_vals.instance_index = in_instance_index;
- )";
- }
-
- vertexShader << R"(
- position = pos;
- return;
- })";
-
- fragmentShader << R"(
- return;
- })";
+struct FragInputs {
+)" + fragmentInputs.str() + R"(
+};
+[[stage(fragment)]] fn main(input : FragInputs) {
+)" + fragmentBody.str() + R"(
+})";
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
constexpr uint32_t kComponentsPerVertex = 4;
utils::ComboRenderPipelineDescriptor2 pipelineDesc;
- pipelineDesc.vertex.module = utils::CreateShaderModule(device, vertexShader.str().c_str());
- pipelineDesc.cFragment.module = utils::CreateShaderModule(device, fragmentShader.str().c_str());
+ pipelineDesc.vertex.module = utils::CreateShaderModule(device, vertexShader.c_str());
+ pipelineDesc.cFragment.module = utils::CreateShaderModule(device, fragmentShader.c_str());
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.vertex.bufferCount = 1;
pipelineDesc.cBuffers[0].arrayStride = kComponentsPerVertex * sizeof(float);
diff --git a/src/tests/end2end/VertexBufferRobustnessTests.cpp b/src/tests/end2end/VertexBufferRobustnessTests.cpp
index 7253560..1bc99ee 100644
--- a/src/tests/end2end/VertexBufferRobustnessTests.cpp
+++ b/src/tests/end2end/VertexBufferRobustnessTests.cpp
@@ -30,10 +30,12 @@
// Creates a vertex module that tests an expression with given attributes. If successful, the
// point drawn would be moved out of the viewport. On failure, the point is kept inside the
// viewport.
- wgpu::ShaderModule CreateVertexModule(const std::string& attributes,
+ wgpu::ShaderModule CreateVertexModule(const std::string& attribute,
const std::string& successExpression) {
- return utils::CreateShaderModule(device, (attributes + R"(
- [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
+ return utils::CreateShaderModule(device, (R"(
+ [[stage(vertex)]] fn main(
+ )" + attribute + R"(
+ ) -> [[builtin(position)]] vec4<f32> {
if ()" + successExpression + R"() {
// Success case, move the vertex out of the viewport
return vec4<f32>(-10.0, 0.0, 0.0, 1.0);
@@ -102,7 +104,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : f32;", "a == 473.0", vertexState, vertexBuffer, 0, false);
+ DoTest("[[location(0)]] a : f32", "a == 473.0", vertexState, vertexBuffer, 0, false);
}
TEST_P(VertexBufferRobustnessTest, FloatClamp) {
@@ -119,7 +121,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : f32;", "a == 473.0", vertexState, vertexBuffer, 4, true);
+ DoTest("[[location(0)]] a : f32", "a == 473.0", vertexState, vertexBuffer, 4, true);
}
TEST_P(VertexBufferRobustnessTest, IntClamp) {
@@ -136,7 +138,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : i32;", "a == 473", vertexState, vertexBuffer, 4, true);
+ DoTest("[[location(0)]] a : i32", "a == 473", vertexState, vertexBuffer, 4, true);
}
TEST_P(VertexBufferRobustnessTest, UIntClamp) {
@@ -153,7 +155,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : u32;", "a == 473u", vertexState, vertexBuffer, 4, true);
+ DoTest("[[location(0)]] a : u32", "a == 473u", vertexState, vertexBuffer, 4, true);
}
TEST_P(VertexBufferRobustnessTest, Float2Clamp) {
@@ -170,7 +172,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : vec2<f32>;", "a[0] == 473.0 && a[1] == 473.0",
+ DoTest("[[location(0)]] a : vec2<f32>", "a[0] == 473.0 && a[1] == 473.0",
std::move(vertexState), vertexBuffer, 8, true);
}
@@ -188,7 +190,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : vec3<f32>;",
+ DoTest("[[location(0)]] a : vec3<f32>",
"a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0", vertexState, vertexBuffer, 12, true);
}
@@ -206,7 +208,7 @@
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex);
- DoTest("[[location(0)]] var<in> a : vec4<f32>;",
+ DoTest("[[location(0)]] a : vec4<f32>",
"a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0 && a[3] == 473.0", vertexState,
vertexBuffer, 16, true);
}
diff --git a/src/tests/white_box/D3D12DescriptorHeapTests.cpp b/src/tests/white_box/D3D12DescriptorHeapTests.cpp
index 7310941..ffd2ccc 100644
--- a/src/tests/white_box/D3D12DescriptorHeapTests.cpp
+++ b/src/tests/white_box/D3D12DescriptorHeapTests.cpp
@@ -448,10 +448,9 @@
heapSize : f32;
};
[[group(0), binding(0)]] var<uniform> buffer0 : U;
- [[location(0)]] var<out> FragColor : f32;
- [[stage(fragment)]] fn main() {
- FragColor = buffer0.heapSize;
+ [[stage(fragment)]] fn main() -> [[location(0)]] f32 {
+ return buffer0.heapSize;
})");
wgpu::BlendState blend;