2021-11-16 15:15:36 +00:00
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#version 310 es
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GLSL: fix sample_index, sample_mask and bitcasts
In GLSL, gl_SampleID and gl_SampleMask[In] require the
GL_OES_sample_variables extension, so output:
"#extension GL_OES_sample_variables : require"
in the header if those builtins is used.
Note that extensions must be inserted before the default precision
declaration, but helpers must be inserted after it, so we set a flag
and emit extensions, then the precision declaration, then helpers.
Further fixes:
- use gl_SampleMaskIn for input builtins, gl_SampleMask for output,
necessitating the addition of a storage class to GLSLBuiltinToString()
- fix the handling of gl_SampleMaskIn: it's array<i32> in GLSL, not
array<u32> as in SPIR-V
- centralize conversions for GLSL builtins used as input variables in
FromGLSLBuiltin()
- implement bitcasts on assignment to GLSL builtin output variables,
centralized in ToGLSLBuiltin()
- update the extension handling in the GLSL writer to check for both
sample_index and sample_mask.
- call UnwrapRef() in GLSL's EmitBitcast(). In the test case, we were
not recognizing the argument as a uint, yielding float() instead of
uintBitsToFloat().
Bug: tint:1408, tint:1412, tint:1414
Change-Id: Ie01541eb6e7cdf4e21347341f988bff916346797
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78920
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-04 16:41:33 +00:00
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#extension GL_OES_sample_variables : require
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2023-03-09 19:58:23 +00:00
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precision highp float;
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2021-11-16 15:15:36 +00:00
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2022-01-28 22:36:58 +00:00
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layout(location = 0) flat in int loc0_1;
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layout(location = 1) flat in uint loc1_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 2) in float loc2_1;
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2021-11-16 15:15:36 +00:00
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struct FragmentInputs0 {
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vec4 position;
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int loc0;
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};
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2022-01-26 16:48:55 +00:00
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2021-11-16 15:15:36 +00:00
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struct FragmentInputs1 {
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vec4 loc3;
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uint sample_mask;
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};
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2022-01-26 16:48:55 +00:00
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2022-01-28 22:36:58 +00:00
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void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
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2021-11-16 15:15:36 +00:00
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if (front_facing) {
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vec4 foo = inputs0.position;
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uint bar = (sample_index + inputs1.sample_mask);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = loc2;
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vec4 v = inputs1.loc3;
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}
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}
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void main() {
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2022-01-28 22:36:58 +00:00
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FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1);
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GLSL: fix sample_index, sample_mask and bitcasts
In GLSL, gl_SampleID and gl_SampleMask[In] require the
GL_OES_sample_variables extension, so output:
"#extension GL_OES_sample_variables : require"
in the header if those builtins is used.
Note that extensions must be inserted before the default precision
declaration, but helpers must be inserted after it, so we set a flag
and emit extensions, then the precision declaration, then helpers.
Further fixes:
- use gl_SampleMaskIn for input builtins, gl_SampleMask for output,
necessitating the addition of a storage class to GLSLBuiltinToString()
- fix the handling of gl_SampleMaskIn: it's array<i32> in GLSL, not
array<u32> as in SPIR-V
- centralize conversions for GLSL builtins used as input variables in
FromGLSLBuiltin()
- implement bitcasts on assignment to GLSL builtin output variables,
centralized in ToGLSLBuiltin()
- update the extension handling in the GLSL writer to check for both
sample_index and sample_mask.
- call UnwrapRef() in GLSL's EmitBitcast(). In the test case, we were
not recognizing the argument as a uint, yielding float() instead of
uintBitsToFloat().
Bug: tint:1408, tint:1412, tint:1414
Change-Id: Ie01541eb6e7cdf4e21347341f988bff916346797
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78920
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-04 16:41:33 +00:00
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FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, uint(gl_SampleMaskIn[0]));
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2022-01-28 22:36:58 +00:00
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tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1);
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return;
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2021-11-16 15:15:36 +00:00
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}
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