dawn-cmake/test/tint/shader_io/shared_struct_storage_buffe...

33 lines
704 B
HLSL
Raw Normal View History

struct S {
float f;
uint u;
float4 v;
};
RWByteAddressBuffer output : register(u0);
struct tint_symbol_1 {
float f : TEXCOORD0;
nointerpolation uint u : TEXCOORD1;
float4 v : SV_Position;
};
void output_store(uint offset, S value) {
output.Store((offset + 0u), asuint(value.f));
output.Store((offset + 4u), asuint(value.u));
output.Store4((offset + 128u), asuint(value.v));
transform: Fixes for DecomposeMemoryAccess CloneContext::Replace(T* what, T* with) is bug-prone, as complex transforms may want to clone `what` multiple times, or not at all. In both cases, this will likely result in an ICE as either the replacement will be reachable multiple times, or not at all. The CTS test: webgpu:shader,execution,robust_access:linear_memory:storageClass="storage";storageMode="read_write";access="read";atomic=true;baseType="i32" Was triggering this brokenness with DecomposeMemoryAccess's use of CloneContext::Replace(T*, T*). Switch the usage of CloneContext::Replace(T*, T*) to the new function form. As std::function is copyable, it cannot hold a captured std::unique_ptr. This prevented the Replace() lambdas from capturing the necessary `BufferAccess` data, as this held a `std::unique_ptr<Offset>`. To fix this, use a `BlockAllocator` for Offsets, and use raw pointers instead. Because the function passed to Replace() is called just before the node is cloned, insertion of new functions will occur just before the currently evaluated module-scope entity. This allows us to remove the "insert_after" arguments to LoadFunc(), StoreFunc(), and AtomicFunc(). We can also kill the icky InsertGlobal() and TypeDeclOf() helpers. Bug: tint:993 Change-Id: I60972bc13a2fa819a163ee2671f61e82d0e68d2a Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/58222 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
2021-07-15 20:29:09 +00:00
}
void frag_main_inner(S input) {
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
output_store(0u, input);
}
void frag_main(tint_symbol_1 tint_symbol) {
const S tint_symbol_2 = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
frag_main_inner(tint_symbol_2);
return;
}