GLSL: fix single-valued vector init.

No need for the HLSL-style repeated swizzle; GLSL allows construction
of a vector from a scalar value of the component type.

Bug: tint:1317

Change-Id: Ia0afe3012cbb56716a2d1c5c3849dd662a5ff89c
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70342
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2021-11-22 16:14:16 +00:00 committed by Tint LUCI CQ
parent 177e7bfa5d
commit 7368e287dc
8 changed files with 34 additions and 93 deletions

View File

@ -563,12 +563,6 @@ bool GeneratorImpl::EmitTypeConstructor(std::ostream& out,
return EmitZeroValue(out, type);
}
// For single-value vector initializers, swizzle the scalar to the right
// vector dimension using .x
const bool is_single_value_vector_init =
type->is_scalar_vector() && call->Arguments().size() == 1 &&
call->Arguments()[0]->Type()->UnwrapRef()->is_scalar();
auto it = structure_builders_.find(As<sem::Struct>(type));
if (it != structure_builders_.end()) {
out << it->second << "(";
@ -580,10 +574,6 @@ bool GeneratorImpl::EmitTypeConstructor(std::ostream& out,
out << "(";
}
if (is_single_value_vector_init) {
out << "(";
}
bool first = true;
for (auto* arg : call->Arguments()) {
if (!first) {
@ -596,10 +586,6 @@ bool GeneratorImpl::EmitTypeConstructor(std::ostream& out,
}
}
if (is_single_value_vector_init) {
out << ")." << std::string(type->As<sem::Vector>()->Width(), 'x');
}
out << ")";
return true;
}

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@ -122,7 +122,7 @@ TEST_F(GlslGeneratorImplTest_Constructor,
GeneratorImpl& gen = Build();
ASSERT_TRUE(gen.Generate()) << gen.error();
EXPECT_THAT(gen.result(), HasSubstr("vec3((2.0f).xxx)"));
EXPECT_THAT(gen.result(), HasSubstr("vec3(2.0f)"));
}
TEST_F(GlslGeneratorImplTest_Constructor,
@ -132,7 +132,7 @@ TEST_F(GlslGeneratorImplTest_Constructor,
GeneratorImpl& gen = Build();
ASSERT_TRUE(gen.Generate()) << gen.error();
EXPECT_THAT(gen.result(), HasSubstr("bvec3((true).xxx)"));
EXPECT_THAT(gen.result(), HasSubstr("bvec3(true)"));
}
TEST_F(GlslGeneratorImplTest_Constructor,
@ -142,7 +142,7 @@ TEST_F(GlslGeneratorImplTest_Constructor,
GeneratorImpl& gen = Build();
ASSERT_TRUE(gen.Generate()) << gen.error();
EXPECT_THAT(gen.result(), HasSubstr("ivec3((2).xxx)"));
EXPECT_THAT(gen.result(), HasSubstr("ivec3(2)"));
}
TEST_F(GlslGeneratorImplTest_Constructor,
@ -152,7 +152,7 @@ TEST_F(GlslGeneratorImplTest_Constructor,
GeneratorImpl& gen = Build();
ASSERT_TRUE(gen.Generate()) << gen.error();
EXPECT_THAT(gen.result(), HasSubstr("uvec3((2u).xxx)"));
EXPECT_THAT(gen.result(), HasSubstr("uvec3(2u)"));
}
TEST_F(GlslGeneratorImplTest_Constructor, EmitConstructor_Type_Mat) {

View File

@ -1,5 +1,3 @@
SKIP: FAILED
#version 310 es
precision mediump float;
@ -59,8 +57,8 @@ void tint_symbol_2_inner(uvec3 GlobalInvocationID) {
lightPos = (uniforms.viewMatrix * lightPos);
lightPos = (lightPos / lightPos.w);
float lightRadius = lightsBuffer.lights[index].radius;
vec4 boxMin = (lightPos - vec4(vec3((lightRadius).xxx), 0.0f));
vec4 boxMax = (lightPos + vec4(vec3((lightRadius).xxx), 0.0f));
vec4 boxMin = (lightPos - vec4(vec3(lightRadius), 0.0f));
vec4 boxMax = (lightPos + vec4(vec3(lightRadius), 0.0f));
vec4 frustumPlanes[6] = vec4[6](vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
frustumPlanes[4] = vec4(0.0f, 0.0f, -1.0f, viewNear);
frustumPlanes[5] = vec4(0.0f, 0.0f, 1.0f, -(viewFar));
@ -71,8 +69,8 @@ void tint_symbol_2_inner(uvec3 GlobalInvocationID) {
{
for(int x_1 = 0; (x_1 < TILE_COUNT_X); x_1 = (x_1 + 1)) {
ivec2 tilePixel0Idx = ivec2((x_1 * TILE_SIZE), (y_1 * TILE_SIZE));
vec2 floorCoord = (((2.0f * vec2(tilePixel0Idx)) / uniforms.fullScreenSize.xy) - vec2((1.0f).xx));
vec2 ceilCoord = (((2.0f * vec2((tilePixel0Idx + ivec2((TILE_SIZE).xx)))) / uniforms.fullScreenSize.xy) - vec2((1.0f).xx));
vec2 floorCoord = (((2.0f * vec2(tilePixel0Idx)) / uniforms.fullScreenSize.xy) - vec2(1.0f));
vec2 ceilCoord = (((2.0f * vec2((tilePixel0Idx + ivec2(TILE_SIZE)))) / uniforms.fullScreenSize.xy) - vec2(1.0f));
vec2 viewFloorCoord = vec2((((-(viewNear) * floorCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord.y) - (M[2][1] * viewNear)) / M[1][1]));
vec2 viewCeilCoord = vec2((((-(viewNear) * ceilCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord.y) - (M[2][1] * viewNear)) / M[1][1]));
frustumPlanes[0] = vec4(1.0f, 0.0f, (-(viewFloorCoord.x) / viewNear), 0.0f);
@ -135,10 +133,3 @@ void main() {
}
Error parsing GLSL shader:
ERROR: 0:60: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:60: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -1,10 +1,8 @@
SKIP: FAILED
#version 310 es
precision mediump float;
vec3 Bad(uint index, vec3 rd) {
vec3 normal = vec3((0.0f).xxx);
vec3 normal = vec3(0.0f);
normal[index] = -(sign(rd[index]));
return normalize(normal);
}
@ -34,10 +32,3 @@ void main() {
}
Error parsing GLSL shader:
ERROR: 0:5: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -1,5 +1,3 @@
SKIP: FAILED
#version 310 es
precision mediump float;
@ -9,7 +7,7 @@ struct tint_symbol {
vec4 frag_main_inner() {
float b = 0.0f;
vec3 v = vec3((b).xxx);
vec3 v = vec3(b);
return vec4(v, 1.0f);
}
@ -27,10 +25,3 @@ void main() {
}
Error parsing GLSL shader:
ERROR: 0:10: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:10: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -31,13 +31,13 @@ bool tint_isNormal_3(float param_0) {
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
tint_isNormal(vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_isNormal(vec4((1.0f).xxxx));
tint_isNormal(vec4(1.0f));
tint_isNormal(vec4(1.0f, 2.0f, 3.0f, 4.0f));
tint_isNormal_1(vec3(0.0f, 0.0f, 0.0f));
tint_isNormal_1(vec3((1.0f).xxx));
tint_isNormal_1(vec3(1.0f));
tint_isNormal_1(vec3(1.0f, 2.0f, 3.0f));
tint_isNormal_2(vec2(0.0f, 0.0f));
tint_isNormal_2(vec2((1.0f).xx));
tint_isNormal_2(vec2(1.0f));
tint_isNormal_2(vec2(1.0f, 2.0f));
tint_isNormal_3(1.0f);
tint_isNormal_3(2.0f);

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@ -1,5 +1,3 @@
SKIP: FAILED
#version 310 es
precision mediump float;
@ -14,17 +12,17 @@ void tint_symbol() {
uint u32_var1 = uint(123);
uint u32_var2 = uint(123.0f);
uint u32_var3 = uint(true);
bvec3 v3bool_var1 = bvec3(uvec3((123u).xxx));
bvec3 v3bool_var11 = bvec3(uvec3((1234u).xxx));
bvec3 v3bool_var2 = bvec3(ivec3((123).xxx));
bvec3 v3bool_var3 = bvec3(vec3((123.0f).xxx));
ivec3 v3i32_var1 = ivec3(uvec3((123u).xxx));
ivec3 v3i32_var2 = ivec3(vec3((123.0f).xxx));
ivec3 v3i32_var3 = ivec3(bvec3((true).xxx));
uvec3 v3u32_var1 = uvec3(ivec3((123).xxx));
uvec3 v3u32_var2 = uvec3(vec3((123.0f).xxx));
uvec3 v3u32_var3 = uvec3(bvec3((true).xxx));
bvec3 v3bool_var4 = bvec3(bvec2(vec2((123.0f).xx)), true);
bvec3 v3bool_var1 = bvec3(uvec3(123u));
bvec3 v3bool_var11 = bvec3(uvec3(1234u));
bvec3 v3bool_var2 = bvec3(ivec3(123));
bvec3 v3bool_var3 = bvec3(vec3(123.0f));
ivec3 v3i32_var1 = ivec3(uvec3(123u));
ivec3 v3i32_var2 = ivec3(vec3(123.0f));
ivec3 v3i32_var3 = ivec3(bvec3(true));
uvec3 v3u32_var1 = uvec3(ivec3(123));
uvec3 v3u32_var2 = uvec3(vec3(123.0f));
uvec3 v3u32_var3 = uvec3(bvec3(true));
bvec3 v3bool_var4 = bvec3(bvec2(vec2(123.0f)), true);
bvec4 v4bool_var5 = bvec4(bvec2(vec2(123.0f, 0.0f)), bvec2(true, bool(float(0.0f))));
return;
}
@ -33,10 +31,3 @@ void main() {
}
Error parsing GLSL shader:
ERROR: 0:15: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:15: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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@ -1,5 +1,3 @@
SKIP: FAILED
#version 310 es
precision mediump float;
@ -12,16 +10,16 @@ int i32_var3 = int(true);
uint u32_var1 = uint(1);
uint u32_var2 = uint(1.0f);
uint u32_var3 = uint(true);
bvec3 v3bool_var1 = bvec3(uvec3((1u).xxx));
bvec3 v3bool_var2 = bvec3(ivec3((1).xxx));
bvec3 v3bool_var3 = bvec3(vec3((1.0f).xxx));
ivec3 v3i32_var1 = ivec3(uvec3((1u).xxx));
ivec3 v3i32_var2 = ivec3(vec3((1.0f).xxx));
ivec3 v3i32_var3 = ivec3(bvec3((true).xxx));
uvec3 v3u32_var1 = uvec3(ivec3((1).xxx));
uvec3 v3u32_var2 = uvec3(vec3((1.0f).xxx));
uvec3 v3u32_var3 = uvec3(bvec3((true).xxx));
bvec3 v3bool_var4 = bvec3(bvec2(vec2((123.0f).xx)), true);
bvec3 v3bool_var1 = bvec3(uvec3(1u));
bvec3 v3bool_var2 = bvec3(ivec3(1));
bvec3 v3bool_var3 = bvec3(vec3(1.0f));
ivec3 v3i32_var1 = ivec3(uvec3(1u));
ivec3 v3i32_var2 = ivec3(vec3(1.0f));
ivec3 v3i32_var3 = ivec3(bvec3(true));
uvec3 v3u32_var1 = uvec3(ivec3(1));
uvec3 v3u32_var2 = uvec3(vec3(1.0f));
uvec3 v3u32_var3 = uvec3(bvec3(true));
bvec3 v3bool_var4 = bvec3(bvec2(vec2(123.0f)), true);
bvec4 v4bool_var5 = bvec4(bvec2(vec2(123.0f, 0.0f)), bvec2(true, bool(float(0.0f))));
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
@ -53,10 +51,3 @@ void main() {
}
Error parsing GLSL shader:
ERROR: 0:13: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:13: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.