| // 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.ComputeFunction("foo"); |
| |
| b.Append(ep->Block(), [&] { // |
| b.Return(ep); |
| }); |
| |
| auto* src = R"( |
| %foo = @compute @workgroup_size(1u, 1u, 1u) 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 |