Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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// Copyright 2021 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2022-02-21 07:19:07 -08:00
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#ifndef SRC_TINT_WRITER_GLSL_GENERATOR_H_
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#define SRC_TINT_WRITER_GLSL_GENERATOR_H_
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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#include <memory>
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#include <string>
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2022-01-24 09:17:22 -08:00
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#include <unordered_map>
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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#include <utility>
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#include <vector>
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2022-02-21 07:19:07 -08:00
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#include "src/tint/ast/access.h"
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#include "src/tint/ast/pipeline_stage.h"
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#include "src/tint/sem/binding_point.h"
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#include "src/tint/sem/sampler_texture_pair.h"
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#include "src/tint/writer/glsl/version.h"
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#include "src/tint/writer/text.h"
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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// Forward declarations
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2022-04-07 07:40:24 -07:00
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namespace tint {
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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class Program;
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2022-04-07 07:40:24 -07:00
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} // namespace tint
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namespace tint::writer::glsl {
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-01-24 09:17:22 -08:00
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using BindingMap = std::unordered_map<sem::SamplerTexturePair, std::string>;
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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/// Configuration options used for generating GLSL.
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2022-01-24 09:17:22 -08:00
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struct Options {
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2022-05-01 07:40:55 -07:00
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/// Constructor
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Options();
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// Destructor
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~Options();
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// Copy constructor
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Options(const Options&);
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// A map of SamplerTexturePair to combined sampler names for the
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/// CombineSamplers transform
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BindingMap binding_map;
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// The binding point to use for placeholder samplers.
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sem::BindingPoint placeholder_binding_point;
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GLSL: fix textureLoad() and textureStore(), depth textures, and more.
The CombineSamplers transform was incorrectly flagging StorageTexture
(which in GLSL ends up as image2D) as needing to be combined with a
sampler, or at least renamed. This is incorrect: StorageTexture never
has an associated sampler, so don't try to pair it up and just output
it as image* in GLSL.
In GLSL, textureLoad (aka texelFetch) of depth textures is not allowed.
The fix is to bind the depth texture as the corresponding f32 texture
instead (e.g., texture_depth_2d -> texture_2d<f32>,
texture_depth_cube -> texture_cube<f32>, etc). This requires changing
both the uniform globals and function parameter types. We're now going
to receive a vec4 instead of a float from texelFetch, so add a ".x"
member accessor to retrieve the first component. (Note that we don't
do this inside a CallStatement since this gives the CloneContext
indigestion, and CallStatement is going to ignore the result of the
call anyway.)
We were failing to find the dummy samplers that Dawn creates for the
calls that actually do require a dummy sampler, since the old Inspector
implementation of GetSamplerTextureUses() does not find them. The fix
is to implement a new Inspector call to return the texture/sampler
pairs the Resolver found during resolution. This will include the
dummy sampler as a null variable pointer.
In order to identify the placeholder sampler, we pass in a BindingPair
to represent it. When we discover a null sampler in the variable pair,
we return the passed-in placeholder binding point to the caller (Dawn).
(Dawn will use a group of kMaxBindGroups, to ensure that it never
collides with an existing sampler.)
Bug: tint:1298
Change-Id: I82e142c2b4318608c27a9fa9521c27f15a6214cd
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78820
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-03 14:39:13 -08:00
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2022-05-01 07:40:55 -07:00
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/// A map of old binding point to new binding point for the BindingRemapper
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/// transform
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std::unordered_map<sem::BindingPoint, sem::BindingPoint> binding_points;
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// A map of old binding point to new access control for the BindingRemapper
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/// transform
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std::unordered_map<sem::BindingPoint, ast::Access> access_controls;
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2022-01-24 09:17:22 -08:00
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2022-05-01 07:40:55 -07:00
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/// If true, then validation will be disabled for binding point collisions
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/// generated by the BindingRemapper transform
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bool allow_collisions = false;
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2022-02-09 09:44:17 -08:00
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2022-05-01 07:40:55 -07:00
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/// Set to `true` to disable workgroup memory zero initialization
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bool disable_workgroup_init = false;
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2022-04-11 14:13:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// Set to 'true' to generates binding mappings for external textures
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bool generate_external_texture_bindings = false;
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2022-04-06 06:57:54 -07:00
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2022-05-01 07:40:55 -07:00
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/// The GLSL version to emit
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Version version;
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2022-01-24 09:17:22 -08:00
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};
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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/// The result produced when generating GLSL.
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struct Result {
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2022-05-01 07:40:55 -07:00
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/// Constructor
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Result();
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// Destructor
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~Result();
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// Copy constructor
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Result(const Result&);
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// True if generation was successful.
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bool success = false;
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// The errors generated during code generation, if any.
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std::string error;
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// The generated GLSL.
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std::string glsl = "";
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-05-01 07:40:55 -07:00
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/// The list of entry points in the generated GLSL.
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std::vector<std::pair<std::string, ast::PipelineStage>> entry_points;
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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};
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/// Generate GLSL for a program, according to a set of configuration options.
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/// The result will contain the GLSL, as well as success status and diagnostic
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/// information.
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/// @param program the program to translate to GLSL
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/// @param options the configuration options to use when generating GLSL
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2022-04-11 14:13:10 -07:00
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/// @param entry_point the entry point to generate GLSL for
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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/// @returns the resulting GLSL and supplementary information
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2022-05-01 07:40:55 -07:00
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Result Generate(const Program* program, const Options& options, const std::string& entry_point);
|
Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-04-07 07:40:24 -07:00
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} // namespace tint::writer::glsl
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Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.
triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.
Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 11:55:10 -07:00
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2022-02-21 07:19:07 -08:00
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#endif // SRC_TINT_WRITER_GLSL_GENERATOR_H_
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