transform: DMA: Don't load ignore() arguments
ignore() might be passed a structure holding a runtime array.
Fixed: tint:1046
Change-Id: I2beab91d8faabe69409308cf3e24b6403a84dd56
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60213
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
diff --git a/src/transform/decompose_memory_access.cc b/src/transform/decompose_memory_access.cc
index 8f94f18..09aed03 100644
--- a/src/transform/decompose_memory_access.cc
+++ b/src/transform/decompose_memory_access.cc
@@ -915,11 +915,18 @@
if (auto* call_expr = node->As<ast::CallExpression>()) {
auto* call = sem.Get(call_expr);
if (auto* intrinsic = call->Target()->As<sem::Intrinsic>()) {
+ if (intrinsic->Type() == sem::IntrinsicType::kIgnore) {
+ // ignore(X)
+ // Don't convert X into a load, this isn't actually used.
+ state.TakeAccess(call_expr->params()[0]);
+ continue;
+ }
if (intrinsic->Type() == sem::IntrinsicType::kArrayLength) {
// arrayLength(X)
// Don't convert X into a load, this intrinsic actually requires the
// real pointer.
state.TakeAccess(call_expr->params()[0]);
+ continue;
}
if (intrinsic->IsAtomic()) {
if (auto access = state.TakeAccess(call_expr->params()[0])) {
diff --git a/test/bug/tint/1046.wgsl b/test/bug/tint/1046.wgsl
new file mode 100644
index 0000000..c288728
--- /dev/null
+++ b/test/bug/tint/1046.wgsl
@@ -0,0 +1,80 @@
+
+struct PointLight {
+ position : vec4<f32>;
+};
+
+[[block]] struct PointLights {
+ values : [[stride(16)]] array<PointLight>;
+};
+
+[[block]] struct Uniforms {
+ worldView : mat4x4<f32>;
+ proj : mat4x4<f32>;
+ numPointLights : u32;
+ color_source : u32;
+ color : vec4<f32>;
+};
+
+[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
+[[binding(1), group(0)]] var<storage_buffer, read> pointLights : PointLights;
+[[binding(2), group(0)]] var mySampler: sampler;
+[[binding(3), group(0)]] var myTexture: texture_2d<f32>;
+
+struct FragmentInput {
+ [[builtin(position)]] position : vec4<f32>;
+ [[location(0)]] view_position : vec4<f32>;
+ [[location(1)]] normal : vec4<f32>;
+ [[location(2)]] uv : vec2<f32>;
+ [[location(3)]] color : vec4<f32>;
+};
+
+struct FragmentOutput {
+ [[location(0)]] color : vec4<f32>;
+};
+
+fn getColor(fragment : FragmentInput) -> vec4<f32>{
+
+ var color : vec4<f32>;
+
+ if(uniforms.color_source == 0u){
+ // VERTEX COLOR
+
+ color = fragment.color;
+
+ }elseif(uniforms.color_source == 1u){
+ // NORMALS
+
+ // color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
+ color = fragment.normal;
+ color.a = 1.0;
+
+ }elseif(uniforms.color_source == 2u){
+ // uniform color
+
+ color = uniforms.color;
+
+ }elseif(uniforms.color_source == 3u){
+ // TEXTURE
+
+ color = textureSample(myTexture, mySampler, fragment.uv);
+
+ }
+
+ return color;
+};
+
+[[stage(fragment)]]
+fn main(fragment : FragmentInput) -> FragmentOutput {
+
+ var output : FragmentOutput;
+ output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
+
+ ignore(uniforms);
+ ignore(mySampler);
+ ignore(myTexture);
+
+ ignore(pointLights);
+ // output.color.x = output.color.x + pointLights.values[0].position.x;
+
+ return output;
+}
diff --git a/test/bug/tint/1046.wgsl.expected.hlsl b/test/bug/tint/1046.wgsl.expected.hlsl
new file mode 100644
index 0000000..fd700b1
--- /dev/null
+++ b/test/bug/tint/1046.wgsl.expected.hlsl
@@ -0,0 +1,61 @@
+cbuffer cbuffer_uniforms : register(b0, space0) {
+ uint4 uniforms[10];
+};
+ByteAddressBuffer pointLights : register(t1, space0);
+SamplerState mySampler : register(s2, space0);
+Texture2D<float4> myTexture : register(t3, space0);
+
+struct FragmentInput {
+ float4 position;
+ float4 view_position;
+ float4 normal;
+ float2 uv;
+ float4 color;
+};
+struct FragmentOutput {
+ float4 color;
+};
+
+float4 getColor(FragmentInput fragment) {
+ float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ if ((uniforms[8].y == 0u)) {
+ color = fragment.color;
+ } else {
+ if ((uniforms[8].y == 1u)) {
+ color = fragment.normal;
+ color.a = 1.0f;
+ } else {
+ if ((uniforms[8].y == 2u)) {
+ color = asfloat(uniforms[9]);
+ } else {
+ if ((uniforms[8].y == 3u)) {
+ color = myTexture.Sample(mySampler, fragment.uv);
+ }
+ }
+ }
+ }
+ return color;
+}
+
+struct tint_symbol_1 {
+ float4 view_position : TEXCOORD0;
+ float4 normal : TEXCOORD1;
+ float2 uv : TEXCOORD2;
+ float4 color : TEXCOORD3;
+ float4 position : SV_Position;
+};
+struct tint_symbol_2 {
+ float4 color : SV_Target0;
+};
+
+tint_symbol_2 main(tint_symbol_1 tint_symbol) {
+ const FragmentInput fragment = {tint_symbol.position, tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color};
+ FragmentOutput output = (FragmentOutput)0;
+ output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
+ uniforms;
+ mySampler;
+ myTexture;
+ pointLights;
+ const tint_symbol_2 tint_symbol_5 = {output.color};
+ return tint_symbol_5;
+}
diff --git a/test/bug/tint/1046.wgsl.expected.msl b/test/bug/tint/1046.wgsl.expected.msl
new file mode 100644
index 0000000..0de4fdf
--- /dev/null
+++ b/test/bug/tint/1046.wgsl.expected.msl
@@ -0,0 +1,70 @@
+#include <metal_stdlib>
+
+using namespace metal;
+struct PointLight {
+ /* 0x0000 */ packed_float4 position;
+};
+struct PointLights {
+ /* 0x0000 */ PointLight values[1];
+};
+struct Uniforms {
+ /* 0x0000 */ float4x4 worldView;
+ /* 0x0040 */ float4x4 proj;
+ /* 0x0080 */ uint numPointLights;
+ /* 0x0084 */ uint color_source;
+ /* 0x0088 */ int8_t tint_pad[8];
+ /* 0x0090 */ packed_float4 color;
+};
+struct FragmentInput {
+ float4 position;
+ float4 view_position;
+ float4 normal;
+ float2 uv;
+ float4 color;
+};
+struct FragmentOutput {
+ float4 color;
+};
+struct tint_symbol_4 {
+ float4 view_position [[user(locn0)]];
+ float4 normal [[user(locn1)]];
+ float2 uv [[user(locn2)]];
+ float4 color [[user(locn3)]];
+};
+struct tint_symbol_5 {
+ float4 color [[color(0)]];
+};
+
+float4 getColor(constant Uniforms& uniforms, FragmentInput tint_symbol, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) {
+ float4 color = 0.0f;
+ if ((uniforms.color_source == 0u)) {
+ color = tint_symbol.color;
+ } else {
+ if ((uniforms.color_source == 1u)) {
+ color = tint_symbol.normal;
+ color.a = 1.0f;
+ } else {
+ if ((uniforms.color_source == 2u)) {
+ color = uniforms.color;
+ } else {
+ if ((uniforms.color_source == 3u)) {
+ color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv);
+ }
+ }
+ }
+ }
+ return color;
+}
+
+fragment tint_symbol_5 tint_symbol_1(sampler tint_symbol_9 [[sampler(2)]], texture2d<float, access::sample> tint_symbol_10 [[texture(3)]], float4 tint_symbol_3 [[position]], tint_symbol_4 tint_symbol_2 [[stage_in]], constant Uniforms& uniforms [[buffer(0)]], const device PointLights& pointLights [[buffer(1)]]) {
+ FragmentInput const tint_symbol = {.position=tint_symbol_3, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color};
+ FragmentOutput output = {};
+ output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
+ (void) uniforms;
+ (void) tint_symbol_9;
+ (void) tint_symbol_10;
+ (void) pointLights;
+ tint_symbol_5 const tint_symbol_6 = {.color=output.color};
+ return tint_symbol_6;
+}
+
diff --git a/test/bug/tint/1046.wgsl.expected.spvasm b/test/bug/tint/1046.wgsl.expected.spvasm
new file mode 100644
index 0000000..9623706
--- /dev/null
+++ b/test/bug/tint/1046.wgsl.expected.spvasm
@@ -0,0 +1,217 @@
+; SPIR-V
+; Version: 1.3
+; Generator: Google Tint Compiler; 0
+; Bound: 114
+; Schema: 0
+ OpCapability Shader
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %tint_symbol %tint_symbol_1 %tint_symbol_2 %tint_symbol_3 %tint_symbol_4 %tint_symbol_7
+ OpExecutionMode %main OriginUpperLeft
+ OpName %Uniforms "Uniforms"
+ OpMemberName %Uniforms 0 "worldView"
+ OpMemberName %Uniforms 1 "proj"
+ OpMemberName %Uniforms 2 "numPointLights"
+ OpMemberName %Uniforms 3 "color_source"
+ OpMemberName %Uniforms 4 "color"
+ OpName %uniforms "uniforms"
+ OpName %PointLights "PointLights"
+ OpMemberName %PointLights 0 "values"
+ OpName %PointLight "PointLight"
+ OpMemberName %PointLight 0 "position"
+ OpName %pointLights "pointLights"
+ OpName %mySampler "mySampler"
+ OpName %myTexture "myTexture"
+ OpName %tint_symbol "tint_symbol"
+ OpName %tint_symbol_1 "tint_symbol_1"
+ OpName %tint_symbol_2 "tint_symbol_2"
+ OpName %tint_symbol_3 "tint_symbol_3"
+ OpName %tint_symbol_4 "tint_symbol_4"
+ OpName %tint_symbol_7 "tint_symbol_7"
+ OpName %FragmentInput "FragmentInput"
+ OpMemberName %FragmentInput 0 "position"
+ OpMemberName %FragmentInput 1 "view_position"
+ OpMemberName %FragmentInput 2 "normal"
+ OpMemberName %FragmentInput 3 "uv"
+ OpMemberName %FragmentInput 4 "color"
+ OpName %getColor "getColor"
+ OpName %fragment "fragment"
+ OpName %color "color"
+ OpName %FragmentOutput "FragmentOutput"
+ OpMemberName %FragmentOutput 0 "color"
+ OpName %tint_symbol_8 "tint_symbol_8"
+ OpName %tint_symbol_6 "tint_symbol_6"
+ OpName %main "main"
+ OpName %output "output"
+ OpDecorate %Uniforms Block
+ OpMemberDecorate %Uniforms 0 Offset 0
+ OpMemberDecorate %Uniforms 0 ColMajor
+ OpMemberDecorate %Uniforms 0 MatrixStride 16
+ OpMemberDecorate %Uniforms 1 Offset 64
+ OpMemberDecorate %Uniforms 1 ColMajor
+ OpMemberDecorate %Uniforms 1 MatrixStride 16
+ OpMemberDecorate %Uniforms 2 Offset 128
+ OpMemberDecorate %Uniforms 3 Offset 132
+ OpMemberDecorate %Uniforms 4 Offset 144
+ OpDecorate %uniforms NonWritable
+ OpDecorate %uniforms Binding 0
+ OpDecorate %uniforms DescriptorSet 0
+ OpDecorate %PointLights Block
+ OpMemberDecorate %PointLights 0 Offset 0
+ OpMemberDecorate %PointLight 0 Offset 0
+ OpDecorate %_runtimearr_PointLight ArrayStride 16
+ OpDecorate %pointLights NonWritable
+ OpDecorate %pointLights Binding 1
+ OpDecorate %pointLights DescriptorSet 0
+ OpDecorate %mySampler Binding 2
+ OpDecorate %mySampler DescriptorSet 0
+ OpDecorate %myTexture Binding 3
+ OpDecorate %myTexture DescriptorSet 0
+ OpDecorate %tint_symbol BuiltIn FragCoord
+ OpDecorate %tint_symbol_1 Location 0
+ OpDecorate %tint_symbol_2 Location 1
+ OpDecorate %tint_symbol_3 Location 2
+ OpDecorate %tint_symbol_4 Location 3
+ OpDecorate %tint_symbol_7 Location 0
+ OpMemberDecorate %FragmentInput 0 Offset 0
+ OpMemberDecorate %FragmentInput 1 Offset 16
+ OpMemberDecorate %FragmentInput 2 Offset 32
+ OpMemberDecorate %FragmentInput 3 Offset 48
+ OpMemberDecorate %FragmentInput 4 Offset 64
+ OpMemberDecorate %FragmentOutput 0 Offset 0
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%mat4v4float = OpTypeMatrix %v4float 4
+ %uint = OpTypeInt 32 0
+ %Uniforms = OpTypeStruct %mat4v4float %mat4v4float %uint %uint %v4float
+%_ptr_Uniform_Uniforms = OpTypePointer Uniform %Uniforms
+ %uniforms = OpVariable %_ptr_Uniform_Uniforms Uniform
+ %PointLight = OpTypeStruct %v4float
+%_runtimearr_PointLight = OpTypeRuntimeArray %PointLight
+%PointLights = OpTypeStruct %_runtimearr_PointLight
+%_ptr_StorageBuffer_PointLights = OpTypePointer StorageBuffer %PointLights
+%pointLights = OpVariable %_ptr_StorageBuffer_PointLights StorageBuffer
+ %15 = OpTypeSampler
+%_ptr_UniformConstant_15 = OpTypePointer UniformConstant %15
+ %mySampler = OpVariable %_ptr_UniformConstant_15 UniformConstant
+ %18 = OpTypeImage %float 2D 0 0 0 1 Unknown
+%_ptr_UniformConstant_18 = OpTypePointer UniformConstant %18
+ %myTexture = OpVariable %_ptr_UniformConstant_18 UniformConstant
+%_ptr_Input_v4float = OpTypePointer Input %v4float
+%tint_symbol = OpVariable %_ptr_Input_v4float Input
+%tint_symbol_1 = OpVariable %_ptr_Input_v4float Input
+%tint_symbol_2 = OpVariable %_ptr_Input_v4float Input
+ %v2float = OpTypeVector %float 2
+%_ptr_Input_v2float = OpTypePointer Input %v2float
+%tint_symbol_3 = OpVariable %_ptr_Input_v2float Input
+%tint_symbol_4 = OpVariable %_ptr_Input_v4float Input
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %29 = OpConstantNull %v4float
+%tint_symbol_7 = OpVariable %_ptr_Output_v4float Output %29
+%FragmentInput = OpTypeStruct %v4float %v4float %v4float %v2float %v4float
+ %30 = OpTypeFunction %v4float %FragmentInput
+%_ptr_Function_v4float = OpTypePointer Function %v4float
+ %uint_3 = OpConstant %uint 3
+%_ptr_Uniform_uint = OpTypePointer Uniform %uint
+ %uint_0 = OpConstant %uint 0
+ %bool = OpTypeBool
+ %uint_1 = OpConstant %uint 1
+%_ptr_Function_float = OpTypePointer Function %float
+ %float_1 = OpConstant %float 1
+ %uint_2 = OpConstant %uint 2
+ %uint_4 = OpConstant %uint 4
+%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
+ %78 = OpTypeSampledImage %18
+ %void = OpTypeVoid
+%FragmentOutput = OpTypeStruct %v4float
+ %82 = OpTypeFunction %void %FragmentOutput
+ %89 = OpTypeFunction %void
+%_ptr_Function_FragmentOutput = OpTypePointer Function %FragmentOutput
+ %100 = OpConstantNull %FragmentOutput
+ %float_0 = OpConstant %float 0
+ %103 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
+ %getColor = OpFunction %v4float None %30
+ %fragment = OpFunctionParameter %FragmentInput
+ %34 = OpLabel
+ %color = OpVariable %_ptr_Function_v4float Function %29
+ %39 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
+ %40 = OpLoad %uint %39
+ %42 = OpIEqual %bool %40 %uint_0
+ OpSelectionMerge %44 None
+ OpBranchConditional %42 %45 %46
+ %45 = OpLabel
+ %47 = OpCompositeExtract %v4float %fragment 4
+ OpStore %color %47
+ OpBranch %44
+ %46 = OpLabel
+ %48 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
+ %49 = OpLoad %uint %48
+ %51 = OpIEqual %bool %49 %uint_1
+ OpSelectionMerge %52 None
+ OpBranchConditional %51 %53 %54
+ %53 = OpLabel
+ %55 = OpCompositeExtract %v4float %fragment 2
+ OpStore %color %55
+ %57 = OpAccessChain %_ptr_Function_float %color %uint_3
+ OpStore %57 %float_1
+ OpBranch %52
+ %54 = OpLabel
+ %59 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
+ %60 = OpLoad %uint %59
+ %62 = OpIEqual %bool %60 %uint_2
+ OpSelectionMerge %63 None
+ OpBranchConditional %62 %64 %65
+ %64 = OpLabel
+ %68 = OpAccessChain %_ptr_Uniform_v4float %uniforms %uint_4
+ %69 = OpLoad %v4float %68
+ OpStore %color %69
+ OpBranch %63
+ %65 = OpLabel
+ %70 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
+ %71 = OpLoad %uint %70
+ %72 = OpIEqual %bool %71 %uint_3
+ OpSelectionMerge %73 None
+ OpBranchConditional %72 %74 %73
+ %74 = OpLabel
+ %76 = OpLoad %15 %mySampler
+ %77 = OpLoad %18 %myTexture
+ %79 = OpSampledImage %78 %77 %76
+ %80 = OpCompositeExtract %v2float %fragment 3
+ %75 = OpImageSampleImplicitLod %v4float %79 %80
+ OpStore %color %75
+ OpBranch %73
+ %73 = OpLabel
+ OpBranch %63
+ %63 = OpLabel
+ OpBranch %52
+ %52 = OpLabel
+ OpBranch %44
+ %44 = OpLabel
+ %81 = OpLoad %v4float %color
+ OpReturnValue %81
+ OpFunctionEnd
+%tint_symbol_8 = OpFunction %void None %82
+%tint_symbol_6 = OpFunctionParameter %FragmentOutput
+ %87 = OpLabel
+ %88 = OpCompositeExtract %v4float %tint_symbol_6 0
+ OpStore %tint_symbol_7 %88
+ OpReturn
+ OpFunctionEnd
+ %main = OpFunction %void None %89
+ %91 = OpLabel
+ %output = OpVariable %_ptr_Function_FragmentOutput Function %100
+ %92 = OpLoad %v4float %tint_symbol
+ %93 = OpLoad %v4float %tint_symbol_1
+ %94 = OpLoad %v4float %tint_symbol_2
+ %95 = OpLoad %v2float %tint_symbol_3
+ %96 = OpLoad %v4float %tint_symbol_4
+ %97 = OpCompositeConstruct %FragmentInput %92 %93 %94 %95 %96
+ %101 = OpAccessChain %_ptr_Function_v4float %output %uint_0
+ OpStore %101 %103
+ %105 = OpLoad %Uniforms %uniforms
+ %107 = OpLoad %15 %mySampler
+ %109 = OpLoad %18 %myTexture
+ %111 = OpLoad %PointLights %pointLights
+ %113 = OpLoad %FragmentOutput %output
+ %112 = OpFunctionCall %void %tint_symbol_8 %113
+ OpReturn
+ OpFunctionEnd
diff --git a/test/bug/tint/1046.wgsl.expected.wgsl b/test/bug/tint/1046.wgsl.expected.wgsl
new file mode 100644
index 0000000..f041af8
--- /dev/null
+++ b/test/bug/tint/1046.wgsl.expected.wgsl
@@ -0,0 +1,69 @@
+struct PointLight {
+ position : vec4<f32>;
+};
+
+[[block]]
+struct PointLights {
+ values : [[stride(16)]] array<PointLight>;
+};
+
+[[block]]
+struct Uniforms {
+ worldView : mat4x4<f32>;
+ proj : mat4x4<f32>;
+ numPointLights : u32;
+ color_source : u32;
+ color : vec4<f32>;
+};
+
+[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
+
+[[binding(1), group(0)]] var<storage, read> pointLights : PointLights;
+
+[[binding(2), group(0)]] var mySampler : sampler;
+
+[[binding(3), group(0)]] var myTexture : texture_2d<f32>;
+
+struct FragmentInput {
+ [[builtin(position)]]
+ position : vec4<f32>;
+ [[location(0)]]
+ view_position : vec4<f32>;
+ [[location(1)]]
+ normal : vec4<f32>;
+ [[location(2)]]
+ uv : vec2<f32>;
+ [[location(3)]]
+ color : vec4<f32>;
+};
+
+struct FragmentOutput {
+ [[location(0)]]
+ color : vec4<f32>;
+};
+
+fn getColor(fragment : FragmentInput) -> vec4<f32> {
+ var color : vec4<f32>;
+ if ((uniforms.color_source == 0u)) {
+ color = fragment.color;
+ } elseif ((uniforms.color_source == 1u)) {
+ color = fragment.normal;
+ color.a = 1.0;
+ } elseif ((uniforms.color_source == 2u)) {
+ color = uniforms.color;
+ } elseif ((uniforms.color_source == 3u)) {
+ color = textureSample(myTexture, mySampler, fragment.uv);
+ }
+ return color;
+}
+
+[[stage(fragment)]]
+fn main(fragment : FragmentInput) -> FragmentOutput {
+ var output : FragmentOutput;
+ output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
+ ignore(uniforms);
+ ignore(mySampler);
+ ignore(myTexture);
+ ignore(pointLights);
+ return output;
+}