|author||Stephen White <firstname.lastname@example.org>||Wed Mar 02 14:01:00 2022 +0000|
|committer||Tint LUCI CQ <email@example.com>||Wed Mar 02 14:01:00 2022 +0000|
GLSL: fix textureSampleLevel() on depth textures. Multiple bugs here: 1) Like texture(), GLSL's textureLod() on depth textures returns a scalar, and does not need to be swizzled. So set glsl_ret_width to 1 in that case. 2) Like texture(), GLSL's textureLod() always requires a Dref parameter, so append a zero if not present. 3) GLSL's "lod" parameter to textureLod() is always a float, unlike WGSL's textureSampleLevel() which is an i32 for depth textures, so cast it. Along the way, I discovered that textureLod() is not supported on samplerCubeShadow or sampler2DArrayShadow (even on Desktop GL). So some tests will never pass. Logged as https://crbug.com/dawn/1313 Bug: tint:1456 Change-Id: If67d8d288704142278d7a4e52b46e8010776f381 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82300 Kokoro: Kokoro <firstname.lastname@example.org> Reviewed-by: Ben Clayton <email@example.com> Commit-Queue: Stephen White <firstname.lastname@example.org>
Tint is a compiler for the WebGPU Shader Language (WGSL).
This is not an officially supported Google product.
TINT_BUILD_SPV_READER: enable the SPIR-V input reader (off by default)
TINT_BUILD_WGSL_READER: enable the WGSL input reader (on by default)
TINT_BUILD_SPV_WRITER: enable the SPIR-V output writer (on by default)
TINT_BUILD_WGSL_WRITER: enable the WGSL output writer (on by default)
TINT_BUILD_FUZZERS: enable building fuzzzers (off by default)
Tint uses Chromium dependency management so you need to install depot_tools and add it to your PATH.
# Clone the repo as "tint" git clone https://dawn.googlesource.com/tint tint cd tint # Bootstrap the gclient configuration cp standalone.gclient .gclient # Fetch external dependencies and toolchains with gclient gclient sync
mkdir -p out/Debug cd out/Debug cmake -GNinja ../.. ninja # or autoninja
mkdir -p out/Debug cd out/Debug cmake ../.. make # -j N for N-way parallel build
mkdir -p out/Debug gn gen out/Debug autoninja -C out/Debug
If you are attempting fuzz, using
TINT_BUILD_FUZZERS=ON, the version of llvm in the XCode SDK does not have the needed libfuzzer functionality included.
The build error that you will see from using the XCode SDK will look something like this:
ld: file not found:/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/11.0.0/lib/darwin/libclang_rt.fuzzer_osx.a
The solution to this problem is to use a full version llvm, like what you would get via homebrew,
brew install llvm, and use something like
CC=<path to full clang> cmake .. to setup a build using that toolchain.
The gn based work flow uses the Chromium toolchain for building in anticipation of integration of Tint into Chromium based projects. This toolchain has additional plugins for checking for style issues, which are marked with [chromium-style] in log messages. This means that this toolchain is more strict then the default clang toolchain.
In the future we will have a CQ that will build this work flow and flag issues automatically. Until that is in place, to avoid causing breakages you can run the [chromium-style] checks using the CMake based work flows. This requires setting
CC to the version of clang checked out by
gclient sync and setting the
mkdir -p out/style cd out/style cmake ../.. CC=../../third_party/llvm-build/Release+Asserts/bin/clang cmake -DTINT_CHECK_CHROMIUM_STYLE=ON ../../ # add -GNinja for ninja builds
Please file any issues or feature requests at https://bugs.chromium.org/p/tint/issues/entry
Please see the CONTRIBUTING and CODE_OF_CONDUCT files on how to contribute to Tint.
Tint has a process for supporting experimental extensions.