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// Copyright 2023 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/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);
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;
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::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
%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: {
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 %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::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
%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: {
%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 %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::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
%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: {
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 %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::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
%foo_position_Output:ptr<__out, vec4<f32>, write> = var @invariant @builtin(position)
}
%foo_inner = func():vec4<f32> {
$B2: {
%3:vec4<f32> = construct 0.5f
ret %3
}
}
%foo = @vertex func():void {
$B3: {
%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: {
%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
}
}
)";
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::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
%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: {
%5:vec4<f32> = construct 0.0f
%6:Outputs = construct %5, 0.25f, 0.75f
ret %6
}
}
%foo = @vertex func():void {
$B3: {
%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, 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
}
}
)";
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::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
%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: {
%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: {
%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: {
%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: {
%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::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)
%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: {
%5:Outputs = load %1
ret %5
}
}
%vert = @vertex func():void {
$B3: {
%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(),
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
%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: {
%6:Outputs = construct 0.5f, %mask_in
ret %6
}
}
%foo = @fragment func():void {
$B3: {
%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(),
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'
%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: {
%9:vec4<f32> = construct 0.5f
ret %9
}
}
%frag1_inner = func():MyStruct {
$B3: {
%11:MyStruct = construct 0.5f
ret %11
}
}
%frag2_inner = func():i32 {
$B4: {
ret 42i
}
}
%vert = @vertex func():void {
$B5: {
%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: {
%19:MyStruct = call %frag1_inner
%20:f32 = access %19, 0u
store %frag1_loc1_Output, %20
ret
}
}
%frag2 = @fragment func():void {
$B7: {
%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(),
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)
}
FragDepthClampArgs = struct @align(4), @block {
min:f32 @offset(0)
max:f32 @offset(4)
}
$B1: { # 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> = var
}
%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: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, 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)
}
FragDepthClampArgs = struct @align(4), @block {
min:f32 @offset(0)
max:f32 @offset(4)
}
$B1: { # root
%ep1_loc0_Output:ptr<__out, f32, write> = var @location(0)
%ep1_frag_depth_Output:ptr<__out, f32, write> = var @builtin(frag_depth)
%tint_frag_depth_clamp_args:ptr<push_constant, FragDepthClampArgs, read> = var
%ep2_loc0_Output:ptr<__out, f32, write> = var @location(0)
%ep2_frag_depth_Output:ptr<__out, f32, write> = var @builtin(frag_depth)
%ep3_loc0_Output:ptr<__out, f32, write> = var @location(0)
%ep3_frag_depth_Output:ptr<__out, f32, write> = var @builtin(frag_depth)
}
%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:FragDepthClampArgs = load %tint_frag_depth_clamp_args
%19:f32 = access %18, 0u
%20:f32 = access %18, 1u
%21:f32 = clamp %17, %19, %20
store %ep1_frag_depth_Output, %21
ret
}
}
%ep2 = @fragment func():void {
$B6: {
%23:Outputs = call %ep2_inner
%24:f32 = access %23, 0u
store %ep2_loc0_Output, %24
%25:f32 = access %23, 1u
%26:FragDepthClampArgs = load %tint_frag_depth_clamp_args
%27:f32 = access %26, 0u
%28:f32 = access %26, 1u
%29:f32 = clamp %25, %27, %28
store %ep2_frag_depth_Output, %29
ret
}
}
%ep3 = @fragment func():void {
$B7: {
%31:Outputs = call %ep3_inner
%32:f32 = access %31, 0u
store %ep3_loc0_Output, %32
%33:f32 = access %31, 1u
%34:FragDepthClampArgs = load %tint_frag_depth_clamp_args
%35:f32 = access %34, 0u
%36:f32 = access %34, 1u
%37:f32 = clamp %33, %35, %36
store %ep3_frag_depth_Output, %37
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::BuiltinValue::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: {
%2:vec4<f32> = construct 0.5f
ret %2
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
$B1: { # 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: {
%4:vec4<f32> = construct 0.5f
ret %4
}
}
%foo = @vertex func():void {
$B3: {
%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());
}
TEST_F(SpirvWriter_ShaderIOTest, F16_IO_WithoutPolyfill) {
auto* outputs =
ty.Struct(mod.symbols.New("Outputs"), {
{
mod.symbols.New("out1"),
ty.f16(),
core::IOAttributes{
/* location */ 1u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("out2"),
ty.vec4<f16>(),
core::IOAttributes{
/* location */ 2u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto* in1 = b.FunctionParam("in1", ty.f16());
auto* in2 = b.FunctionParam("in2", ty.vec4<f16>());
in1->SetLocation(1);
in1->SetLocation(2);
auto* func = b.Function("main", outputs, core::ir::Function::PipelineStage::kFragment);
func->SetParams({in1, in2});
b.Append(func->Block(), [&] { //
b.Return(func, b.Construct(outputs, in1, in2));
});
auto* src = R"(
Outputs = struct @align(8) {
out1:f16 @offset(0), @location(1)
out2:vec4<f16> @offset(8), @location(2)
}
%main = @fragment func(%in1:f16 [@location(2)], %in2:vec4<f16>):Outputs {
$B1: {
%4:Outputs = construct %in1, %in2
ret %4
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
Outputs = struct @align(8) {
out1:f16 @offset(0)
out2:vec4<f16> @offset(8)
}
$B1: { # root
%main_loc2_Input:ptr<__in, f16, read> = var @location(2)
%main_Input:ptr<__in, vec4<f16>, read> = var
%main_loc1_Output:ptr<__out, f16, write> = var @location(1)
%main_loc2_Output:ptr<__out, vec4<f16>, write> = var @location(2)
}
%main_inner = func(%in1:f16, %in2:vec4<f16>):Outputs {
$B2: {
%8:Outputs = construct %in1, %in2
ret %8
}
}
%main = @fragment func():void {
$B3: {
%10:f16 = load %main_loc2_Input
%11:vec4<f16> = load %main_Input
%12:Outputs = call %main_inner, %10, %11
%13:f16 = access %12, 0u
store %main_loc1_Output, %13
%14:vec4<f16> = access %12, 1u
store %main_loc2_Output, %14
ret
}
}
)";
ShaderIOConfig config;
config.polyfill_f16_io = false;
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
TEST_F(SpirvWriter_ShaderIOTest, F16_IO_WithPolyfill) {
auto* outputs =
ty.Struct(mod.symbols.New("Outputs"), {
{
mod.symbols.New("out1"),
ty.f16(),
core::IOAttributes{
/* location */ 1u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
{
mod.symbols.New("out2"),
ty.vec4<f16>(),
core::IOAttributes{
/* location */ 2u,
/* blend_src */ std::nullopt,
/* color */ std::nullopt,
/* builtin */ std::nullopt,
/* interpolation */ std::nullopt,
/* invariant */ false,
},
},
});
auto* in1 = b.FunctionParam("in1", ty.f16());
auto* in2 = b.FunctionParam("in2", ty.vec4<f16>());
in1->SetLocation(1);
in1->SetLocation(2);
auto* func = b.Function("main", outputs, core::ir::Function::PipelineStage::kFragment);
func->SetParams({in1, in2});
b.Append(func->Block(), [&] { //
b.Return(func, b.Construct(outputs, in1, in2));
});
auto* src = R"(
Outputs = struct @align(8) {
out1:f16 @offset(0), @location(1)
out2:vec4<f16> @offset(8), @location(2)
}
%main = @fragment func(%in1:f16 [@location(2)], %in2:vec4<f16>):Outputs {
$B1: {
%4:Outputs = construct %in1, %in2
ret %4
}
}
)";
EXPECT_EQ(src, str());
auto* expect = R"(
Outputs = struct @align(8) {
out1:f16 @offset(0)
out2:vec4<f16> @offset(8)
}
$B1: { # root
%main_loc2_Input:ptr<__in, f32, read> = var @location(2)
%main_Input:ptr<__in, vec4<f32>, read> = var
%main_loc1_Output:ptr<__out, f32, write> = var @location(1)
%main_loc2_Output:ptr<__out, vec4<f32>, write> = var @location(2)
}
%main_inner = func(%in1:f16, %in2:vec4<f16>):Outputs {
$B2: {
%8:Outputs = construct %in1, %in2
ret %8
}
}
%main = @fragment func():void {
$B3: {
%10:f32 = load %main_loc2_Input
%11:f16 = convert %10
%12:vec4<f32> = load %main_Input
%13:vec4<f16> = convert %12
%14:Outputs = call %main_inner, %11, %13
%15:f16 = access %14, 0u
%16:f32 = convert %15
store %main_loc1_Output, %16
%17:vec4<f16> = access %14, 1u
%18:vec4<f32> = convert %17
store %main_loc2_Output, %18
ret
}
}
)";
ShaderIOConfig config;
config.polyfill_f16_io = true;
Run(ShaderIO, config);
EXPECT_EQ(expect, str());
}
} // namespace
} // namespace tint::spirv::writer::raise