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// Copyright 2024 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <utility>
#include "src/tint/lang/core/ir/transform/helper_test.h"
#include "src/tint/lang/core/type/struct.h"
#include "src/tint/lang/glsl/writer/raise/shader_io.h"
namespace tint::glsl::writer::raise {
namespace {
using namespace tint::core::fluent_types; // NOLINT
using namespace tint::core::number_suffixes; // NOLINT
using GlslWriter_ShaderIOTest = core::ir::transform::TransformTest;
TEST_F(GlslWriter_ShaderIOTest, NoInputsOrOutputs) {
auto* ep = b.Function("foo", ty.void_());
ep->SetStage(core::ir::Function::PipelineStage::kCompute);
ep->SetWorkgroupSize(1, 1, 1);
b.Append(ep->Block(), [&] { //
b.Return(ep);
});
auto* src = R"(
%foo = @compute @workgroup_size(1, 1, 1) func():void {
$B1: {
ret
}
}
)";
EXPECT_EQ(src, str());
auto* expect = src;
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, Parameters_NonStruct) {
auto* ep = b.Function("foo", ty.void_());
auto* front_facing = b.FunctionParam("front_facing", ty.bool_());
front_facing->SetBuiltin(core::BuiltinValue::kFrontFacing);
auto* position = b.FunctionParam("position", ty.vec4<f32>());
position->SetBuiltin(core::BuiltinValue::kPosition);
position->SetInvariant(true);
auto* color1 = b.FunctionParam("color1", ty.f32());
color1->SetLocation(0);
auto* color2 = b.FunctionParam("color2", ty.f32());
color2->SetLocation(1);
color2->SetInterpolation(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: {
if %front_facing [t: $B2] { # if_1
$B2: { # 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: { # root
%gl_FrontFacing:ptr<__in, bool, read> = var @builtin(front_facing)
%gl_FragCoord: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: {
if %front_facing [t: $B3] { # if_1
$B3: { # true
%10:f32 = add %color1, %color2
%11:vec4<f32> = mul %position, %10
exit_if # if_1
}
}
ret
}
}
%foo = @fragment func():void {
$B4: {
%13:bool = load %gl_FrontFacing
%14:vec4<f32> = load %gl_FragCoord
%15:f32 = load %foo_loc0_Input
%16:f32 = load %foo_loc1_Input
%17:void = call %foo_inner, %13, %14, %15, %16
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, Parameters_Struct) {
auto* str_ty = ty.Struct(mod.symbols.New("Inputs"),
{
{
mod.symbols.New("front_facing"),
ty.bool_(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kFrontFacing,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("position"),
ty.vec4<f32>(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kPosition,
/* interpolation */ std::nullopt,
/* invariant */ true,
},
},
{
mod.symbols.New("color1"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("color2"),
ty.f32(),
core::IOAttributes{
/* location */ 1u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */
core::Interpolation{
core::InterpolationType::kLinear,
core::InterpolationSampling::kSample,
},
/* invariant */ 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: {
%3:bool = access %inputs, 0i
if %3 [t: $B2] { # if_1
$B2: { # 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: { # root
%gl_FrontFacing:ptr<__in, bool, read> = var @builtin(front_facing)
%gl_FragCoord: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: {
%7:bool = access %inputs, 0i
if %7 [t: $B3] { # if_1
$B3: { # 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: {
%14:bool = load %gl_FrontFacing
%15:vec4<f32> = load %gl_FragCoord
%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
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, Parameters_Mixed) {
auto* str_ty = ty.Struct(mod.symbols.New("Inputs"),
{
{
mod.symbols.New("position"),
ty.vec4<f32>(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kPosition,
/* interpolation */ std::nullopt,
/* invariant */ true,
},
},
{
mod.symbols.New("color1"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto* ep = b.Function("foo", ty.void_());
auto* front_facing = b.FunctionParam("front_facing", ty.bool_());
front_facing->SetBuiltin(core::BuiltinValue::kFrontFacing);
auto* str_param = b.FunctionParam("inputs", str_ty);
auto* color2 = b.FunctionParam("color2", ty.f32());
color2->SetLocation(1);
color2->SetInterpolation(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: {
if %front_facing [t: $B2] { # if_1
$B2: { # 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: { # root
%gl_FrontFacing:ptr<__in, bool, read> = var @builtin(front_facing)
%gl_FragCoord: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: {
if %front_facing [t: $B3] { # if_1
$B3: { # 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: {
%14:bool = load %gl_FrontFacing
%15:vec4<f32> = load %gl_FragCoord
%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
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, ReturnValue_NonStructBuiltin) {
auto* ep = b.Function("foo", ty.vec4<f32>());
ep->SetReturnBuiltin(core::BuiltinValue::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: {
%2:vec4<f32> = construct 0.5f
ret %2
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
$B1: { # root
%gl_Position:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position)
%gl_PointSize:ptr<__out, f32, write> = var @builtin(__point_size)
}
%foo_inner = func():vec4<f32> {
$B2: {
%4:vec4<f32> = construct 0.5f
ret %4
}
}
%foo = @vertex func():void {
$B3: {
%6:vec4<f32> = call %foo_inner
store %gl_Position, %6
%7:f32 = swizzle %gl_Position, y
%8:f32 = negation %7
store_vector_element %gl_Position, 1u, %8
%9:f32 = swizzle %gl_Position, z
%10:f32 = swizzle %gl_Position, w
%11:f32 = mul 2.0f, %9
%12:f32 = sub %11, %10
store_vector_element %gl_Position, 2u, %12
store %gl_PointSize, 1.0f
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_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: {
%2:vec4<f32> = construct 0.5f
ret %2
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
$B1: { # root
%foo_loc1_Output:ptr<__out, vec4<f32>, write> = var @location(1)
}
%foo_inner = func():vec4<f32> {
$B2: {
%3:vec4<f32> = construct 0.5f
ret %3
}
}
%foo = @fragment func():void {
$B3: {
%5:vec4<f32> = call %foo_inner
store %foo_loc1_Output, %5
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, ReturnValue_Struct) {
auto* str_ty = ty.Struct(mod.symbols.New("Outputs"),
{
{
mod.symbols.New("position"),
ty.vec4<f32>(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kPosition,
/* interpolation */ std::nullopt,
/* invariant */ true,
},
},
{
mod.symbols.New("color1"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("color2"),
ty.f32(),
core::IOAttributes{
/* location */ 1u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */
core::Interpolation{
core::InterpolationType::kLinear,
core::InterpolationSampling::kSample,
},
/* invariant */ 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: {
%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: { # root
%gl_Position: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)
%gl_PointSize:ptr<__out, f32, write> = var @builtin(__point_size)
}
%foo_inner = func():Outputs {
$B2: {
%6:vec4<f32> = construct 0.0f
%7:Outputs = construct %6, 0.25f, 0.75f
ret %7
}
}
%foo = @vertex func():void {
$B3: {
%9:Outputs = call %foo_inner
%10:vec4<f32> = access %9, 0u
store %gl_Position, %10
%11:f32 = swizzle %gl_Position, y
%12:f32 = negation %11
store_vector_element %gl_Position, 1u, %12
%13:f32 = swizzle %gl_Position, z
%14:f32 = swizzle %gl_Position, w
%15:f32 = mul 2.0f, %13
%16:f32 = sub %15, %14
store_vector_element %gl_Position, 2u, %16
%17:f32 = access %9, 1u
store %foo_loc0_Output, %17
%18:f32 = access %9, 2u
store %foo_loc1_Output, %18
store %gl_PointSize, 1.0f
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, ReturnValue_DualSourceBlending) {
auto* str_ty =
ty.Struct(mod.symbols.New("Output"), {
{
mod.symbols.New("color1"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ 0u,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("color2"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ 1u,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ 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, 0.25_f, 0.75_f));
});
auto* src = R"(
Output = struct @align(4) {
color1:f32 @offset(0), @location(0), @blend_src(0)
color2:f32 @offset(4), @location(0), @blend_src(1)
}
%foo = @fragment func():Output {
$B1: {
%2:Output = construct 0.25f, 0.75f
ret %2
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
Output = struct @align(4) {
color1:f32 @offset(0)
color2:f32 @offset(4)
}
$B1: { # root
%foo_loc0_idx0_Output:ptr<__out, f32, write> = var @location(0) @blend_src(0)
%foo_loc0_idx1_Output:ptr<__out, f32, write> = var @location(0) @blend_src(1)
}
%foo_inner = func():Output {
$B2: {
%4:Output = construct 0.25f, 0.75f
ret %4
}
}
%foo = @fragment func():void {
$B3: {
%6:Output = call %foo_inner
%7:f32 = access %6, 0u
store %foo_loc0_idx0_Output, %7
%8:f32 = access %6, 1u
store %foo_loc0_idx1_Output, %8
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, Struct_SharedByVertexAndFragment) {
auto* vec4f = ty.vec4<f32>();
auto* str_ty = ty.Struct(mod.symbols.New("Interface"),
{
{
mod.symbols.New("position"),
vec4f,
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kPosition,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("color"),
vec4f,
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ 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: {
%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: {
%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: { # root
%gl_Position:ptr<__out, vec4<f32>, write> = var @builtin(position)
%vert_loc0_Output:ptr<__out, vec4<f32>, write> = var @location(0)
%gl_PointSize:ptr<__out, f32, write> = var @builtin(__point_size)
%gl_FragCoord: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: {
%8:vec4<f32> = construct 0.0f
%9:vec4<f32> = construct 1.0f
%10:Interface = construct %8, %9
ret %10
}
}
%frag_inner = func(%inputs:Interface):vec4<f32> {
$B3: {
%13:vec4<f32> = access %inputs, 0u
%14:vec4<f32> = access %inputs, 1u
%15:vec4<f32> = add %13, %14
ret %15
}
}
%vert = @vertex func():void {
$B4: {
%17:Interface = call %vert_inner
%18:vec4<f32> = access %17, 0u
store %gl_Position, %18
%19:f32 = swizzle %gl_Position, y
%20:f32 = negation %19
store_vector_element %gl_Position, 1u, %20
%21:f32 = swizzle %gl_Position, z
%22:f32 = swizzle %gl_Position, w
%23:f32 = mul 2.0f, %21
%24:f32 = sub %23, %22
store_vector_element %gl_Position, 2u, %24
%25:vec4<f32> = access %17, 1u
store %vert_loc0_Output, %25
store %gl_PointSize, 1.0f
ret
}
}
%frag = @fragment func():void {
$B5: {
%27:vec4<f32> = load %gl_FragCoord
%28:vec4<f32> = load %frag_loc0_Input
%29:Interface = construct %27, %28
%30:vec4<f32> = call %frag_inner, %29
store %frag_loc0_Output, %30
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, Struct_SharedWithBuffer) {
auto* vec4f = ty.vec4<f32>();
auto* str_ty = ty.Struct(mod.symbols.New("Outputs"),
{
{
mod.symbols.New("position"),
vec4f,
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kPosition,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("color"),
vec4f,
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto* var = b.Var(ty.ptr(storage, str_ty, read));
var->SetBindingPoint(0, 0);
auto* buffer = mod.root_block->Append(var);
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: { # root
%1:ptr<storage, Outputs, read> = var @binding_point(0, 0)
}
%vert = @vertex func():Outputs {
$B2: {
%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: { # root
%1:ptr<storage, Outputs, read> = var @binding_point(0, 0)
%gl_Position:ptr<__out, vec4<f32>, write> = var @builtin(position)
%vert_loc0_Output:ptr<__out, vec4<f32>, write> = var @location(0)
%gl_PointSize:ptr<__out, f32, write> = var @builtin(__point_size)
}
%vert_inner = func():Outputs {
$B2: {
%6:Outputs = load %1
ret %6
}
}
%vert = @vertex func():void {
$B3: {
%8:Outputs = call %vert_inner
%9:vec4<f32> = access %8, 0u
store %gl_Position, %9
%10:f32 = swizzle %gl_Position, y
%11:f32 = negation %10
store_vector_element %gl_Position, 1u, %11
%12:f32 = swizzle %gl_Position, z
%13:f32 = swizzle %gl_Position, w
%14:f32 = mul 2.0f, %12
%15:f32 = sub %14, %13
store_vector_element %gl_Position, 2u, %15
%16:vec4<f32> = access %8, 1u
store %vert_loc0_Output, %16
store %gl_PointSize, 1.0f
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
// Test that we change the type of the sample mask builtin to an array for GLSL
TEST_F(GlslWriter_ShaderIOTest, SampleMask) {
auto* str_ty = ty.Struct(mod.symbols.New("Outputs"),
{
{
mod.symbols.New("color"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("mask"),
ty.u32(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kSampleMask,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto* mask_in = b.FunctionParam("mask_in", ty.u32());
mask_in->SetBuiltin(core::BuiltinValue::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: {
%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: { # root
%gl_SampleMaskIn:ptr<__in, array<i32, 1>, read> = var @builtin(sample_mask)
%foo_loc0_Output:ptr<__out, f32, write> = var @location(0)
%gl_SampleMask:ptr<__out, array<i32, 1>, write> = var @builtin(sample_mask)
}
%foo_inner = func(%mask_in:u32):Outputs {
$B2: {
%6:Outputs = construct 0.5f, %mask_in
ret %6
}
}
%foo = @fragment func():void {
$B3: {
%8:array<i32, 1> = load %gl_SampleMaskIn
%9:i32 = access %8, 0u
%10:u32 = convert %9
%11:Outputs = call %foo_inner, %10
%12:f32 = access %11, 0u
store %foo_loc0_Output, %12
%13:u32 = access %11, 1u
%14:ptr<__out, i32, write> = access %gl_SampleMask, 0u
%15:i32 = convert %13
store %14, %15
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
// Test that interpolation attributes are stripped from vertex inputs and fragment outputs.
TEST_F(GlslWriter_ShaderIOTest, InterpolationOnVertexInputOrFragmentOutput) {
auto* str_ty =
ty.Struct(mod.symbols.New("MyStruct"), {
{
mod.symbols.New("color"),
ty.f32(),
core::IOAttributes{
/* location */ 1u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */
core::Interpolation{
core::InterpolationType::kLinear,
core::InterpolationSampling::kSample,
},
/* invariant */ false,
},
},
});
// Vertex shader.
{
auto* ep = b.Function("vert", ty.vec4<f32>());
ep->SetReturnBuiltin(core::BuiltinValue::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);
ival->SetInterpolation(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);
ep->SetReturnInterpolation(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: {
%4:vec4<f32> = construct 0.5f
ret %4
}
}
%frag1 = @fragment func():MyStruct {
$B2: {
%6:MyStruct = construct 0.5f
ret %6
}
}
%frag2 = @fragment func():i32 [@location(0), @interpolate(flat)] {
$B3: {
ret 42i
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
MyStruct = struct @align(4) {
color:f32 @offset(0)
}
$B1: { # 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'
%gl_Position:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position)
%gl_PointSize:ptr<__out, f32, write> = var @builtin(__point_size)
%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: {
%10:vec4<f32> = construct 0.5f
ret %10
}
}
%frag1_inner = func():MyStruct {
$B3: {
%12:MyStruct = construct 0.5f
ret %12
}
}
%frag2_inner = func():i32 {
$B4: {
ret 42i
}
}
%vert = @vertex func():void {
$B5: {
%15:f32 = load %vert_loc1_Input
%16:MyStruct = construct %15
%17:i32 = load %vert_loc1_Input_1
%18:vec4<f32> = call %vert_inner, %16, %17
store %gl_Position, %18
%19:f32 = swizzle %gl_Position, y
%20:f32 = negation %19
store_vector_element %gl_Position, 1u, %20
%21:f32 = swizzle %gl_Position, z
%22:f32 = swizzle %gl_Position, w
%23:f32 = mul 2.0f, %21
%24:f32 = sub %23, %22
store_vector_element %gl_Position, 2u, %24
store %gl_PointSize, 1.0f
ret
}
}
%frag1 = @fragment func():void {
$B6: {
%26:MyStruct = call %frag1_inner
%27:f32 = access %26, 0u
store %frag1_loc1_Output, %27
ret
}
}
%frag2 = @fragment func():void {
$B7: {
%29:i32 = call %frag2_inner
store %frag2_loc0_Output, %29
ret
}
}
)";
core::ir::transform::PushConstantLayout push_constants;
ShaderIOConfig config{push_constants};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, ClampFragDepth) {
auto* str_ty = ty.Struct(mod.symbols.New("Outputs"),
{
{
mod.symbols.New("color"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("depth"),
ty.f32(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kFragDepth,
/* interpolation */ std::nullopt,
/* invariant */ 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: {
%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)
}
tint_push_constant_struct = struct @align(4), @block {
depth_min:f32 @offset(4)
depth_max:f32 @offset(8)
}
$B1: { # root
%tint_push_constants:ptr<push_constant, tint_push_constant_struct, read> = var
%foo_loc0_Output:ptr<__out, f32, write> = var @location(0)
%gl_FragDepth:ptr<__out, f32, write> = var @builtin(frag_depth)
}
%foo_inner = func():Outputs {
$B2: {
%5:Outputs = construct 0.5f, 2.0f
ret %5
}
}
%foo = @fragment func():void {
$B3: {
%7:Outputs = call %foo_inner
%8:f32 = access %7, 0u
store %foo_loc0_Output, %8
%9:f32 = access %7, 1u
%10:ptr<push_constant, f32, read> = access %tint_push_constants, 0u
%11:f32 = load %10
%12:ptr<push_constant, f32, read> = access %tint_push_constants, 1u
%13:f32 = load %12
%14:f32 = clamp %9, %11, %13
store %gl_FragDepth, %14
ret
}
}
)";
core::ir::transform::PreparePushConstantsConfig push_constants_config;
push_constants_config.AddInternalConstant(4, mod.symbols.New("depth_min"), ty.f32());
push_constants_config.AddInternalConstant(8, mod.symbols.New("depth_max"), ty.f32());
auto push_constants = PreparePushConstants(mod, push_constants_config);
EXPECT_EQ(push_constants, Success);
ShaderIOConfig config{push_constants.Get()};
config.depth_range_offsets = {4, 8};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(GlslWriter_ShaderIOTest, ClampFragDepth_MultipleFragmentShaders) {
auto* str_ty = ty.Struct(mod.symbols.New("Outputs"),
{
{
mod.symbols.New("color"),
ty.f32(),
core::IOAttributes{
/* location */ 0u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("depth"),
ty.f32(),
core::IOAttributes{
/* location */ std::nullopt,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ core::BuiltinValue::kFragDepth,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto make_entry_point = [&](std::string_view name) {
auto* ep = b.Function(name, 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));
});
};
make_entry_point("ep1");
make_entry_point("ep2");
make_entry_point("ep3");
auto* src = R"(
Outputs = struct @align(4) {
color:f32 @offset(0), @location(0)
depth:f32 @offset(4), @builtin(frag_depth)
}
%ep1 = @fragment func():Outputs {
$B1: {
%2:Outputs = construct 0.5f, 2.0f
ret %2
}
}
%ep2 = @fragment func():Outputs {
$B2: {
%4:Outputs = construct 0.5f, 2.0f
ret %4
}
}
%ep3 = @fragment func():Outputs {
$B3: {
%6:Outputs = construct 0.5f, 2.0f
ret %6
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
Outputs = struct @align(4) {
color:f32 @offset(0)
depth:f32 @offset(4)
}
tint_push_constant_struct = struct @align(4), @block {
depth_min:f32 @offset(4)
depth_max:f32 @offset(8)
}
$B1: { # root
%tint_push_constants:ptr<push_constant, tint_push_constant_struct, read> = var
%ep1_loc0_Output:ptr<__out, f32, write> = var @location(0)
%gl_FragDepth:ptr<__out, f32, write> = var @builtin(frag_depth)
%ep2_loc0_Output:ptr<__out, f32, write> = var @location(0)
%gl_FragDepth_1:ptr<__out, f32, write> = var @builtin(frag_depth) # %gl_FragDepth_1: 'gl_FragDepth'
%ep3_loc0_Output:ptr<__out, f32, write> = var @location(0)
%gl_FragDepth_2:ptr<__out, f32, write> = var @builtin(frag_depth) # %gl_FragDepth_2: 'gl_FragDepth'
}
%ep1_inner = func():Outputs {
$B2: {
%9:Outputs = construct 0.5f, 2.0f
ret %9
}
}
%ep2_inner = func():Outputs {
$B3: {
%11:Outputs = construct 0.5f, 2.0f
ret %11
}
}
%ep3_inner = func():Outputs {
$B4: {
%13:Outputs = construct 0.5f, 2.0f
ret %13
}
}
%ep1 = @fragment func():void {
$B5: {
%15:Outputs = call %ep1_inner
%16:f32 = access %15, 0u
store %ep1_loc0_Output, %16
%17:f32 = access %15, 1u
%18:ptr<push_constant, f32, read> = access %tint_push_constants, 0u
%19:f32 = load %18
%20:ptr<push_constant, f32, read> = access %tint_push_constants, 1u
%21:f32 = load %20
%22:f32 = clamp %17, %19, %21
store %gl_FragDepth, %22
ret
}
}
%ep2 = @fragment func():void {
$B6: {
%24:Outputs = call %ep2_inner
%25:f32 = access %24, 0u
store %ep2_loc0_Output, %25
%26:f32 = access %24, 1u
%27:ptr<push_constant, f32, read> = access %tint_push_constants, 0u
%28:f32 = load %27
%29:ptr<push_constant, f32, read> = access %tint_push_constants, 1u
%30:f32 = load %29
%31:f32 = clamp %26, %28, %30
store %gl_FragDepth_1, %31
ret
}
}
%ep3 = @fragment func():void {
$B7: {
%33:Outputs = call %ep3_inner
%34:f32 = access %33, 0u
store %ep3_loc0_Output, %34
%35:f32 = access %33, 1u
%36:ptr<push_constant, f32, read> = access %tint_push_constants, 0u
%37:f32 = load %36
%38:ptr<push_constant, f32, read> = access %tint_push_constants, 1u
%39:f32 = load %38
%40:f32 = clamp %35, %37, %39
store %gl_FragDepth_2, %40
ret
}
}
)";
core::ir::transform::PreparePushConstantsConfig push_constants_config;
push_constants_config.AddInternalConstant(4, mod.symbols.New("depth_min"), ty.f32());
push_constants_config.AddInternalConstant(8, mod.symbols.New("depth_max"), ty.f32());
auto push_constants = PreparePushConstants(mod, push_constants_config);
EXPECT_EQ(push_constants, Success);
ShaderIOConfig config{push_constants.Get()};
config.depth_range_offsets = {4, 8};
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
} // namespace
} // namespace tint::glsl::writer::raise