GLSL: Change Add[Spirv]BlockAttribute to support GLSL

Modify the AddSpirvBlockAttribute transform to fix top-level structure
access of uniform, storage and push-constant buffers for use in the
GLSL backend. The small change to the transform makes the transform
wrap host-sharable buffers, if they're also used as a
non-host-sharable structure. Also rename the transform to
AddBlockAttrbibute in order to reflect its wider applicability.

Change-Id: Ib2bf4ebf6bce72790791dbae9387032be765e4b9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101061
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-09-02 19:19:10 +00:00
committed by Dawn LUCI CQ
parent 822de46c74
commit 863d9edf59
362 changed files with 2316 additions and 3876 deletions

View File

@@ -4,20 +4,7 @@ struct Inner {
int x;
};
struct S {
ivec3 a;
int b;
uvec3 c;
uint d;
vec3 e;
float f;
mat2x3 g;
mat3x2 h;
Inner i;
Inner j[4];
};
layout(binding = 0, std430) buffer S_1 {
layout(binding = 0, std430) buffer S_ssbo {
ivec3 a;
int b;
uvec3 c;
@@ -29,6 +16,7 @@ layout(binding = 0, std430) buffer S_1 {
Inner i;
Inner j[4];
} s;
void tint_symbol() {
ivec3 a = s.a;
int b = s.b;

View File

@@ -4,20 +4,7 @@ struct Inner {
int x;
};
struct S {
ivec3 a;
int b;
uvec3 c;
uint d;
vec3 e;
float f;
mat2x3 g;
mat3x2 h;
Inner i;
Inner j[4];
};
layout(binding = 0, std430) buffer S_1 {
layout(binding = 0, std430) buffer S_ssbo {
ivec3 a;
int b;
uvec3 c;
@@ -29,6 +16,7 @@ layout(binding = 0, std430) buffer S_1 {
Inner i;
Inner j[4];
} s;
void tint_symbol() {
s.a = ivec3(0);
s.b = 0;