Implement Pointers and References

This change implements pointers and references as described by the WGSL
specification change in https://github.com/gpuweb/gpuweb/pull/1569.

reader/spirv:
* Now emits address-of `&expr` and indirection `*expr` operators as
  needed.
* As an identifier may now resolve to a pointer or reference type
  depending on whether the declaration is a `var`, `let` or
  parameter, `Function::identifier_values_` has been changed from
  an ID set to an ID -> Type* map.

resolver:
* Now correctly resolves all expressions to either a value type,
  reference type or pointer type.
* Validates pointer / reference rules on assignment, `var` and `let`
  construction, and usage.
* Handles the address-of and indirection operators.
* No longer does any implicit loads of pointer types.
* Storage class validation is still TODO (crbug.com/tint/809)

writer/spirv:
* Correctly handles variables and expressions of pointer and
  reference types, emitting OpLoads where necessary.

test:
* Lots of new test cases

Fixed: tint:727
Change-Id: I77d3281590e35e5a3122f5b74cdeb71a6fe51f74
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/50740
Commit-Queue: Ben Clayton <bclayton@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
This commit is contained in:
Ben Clayton
2021-05-18 10:28:48 +00:00
committed by Commit Bot service account
parent d1232670ae
commit 9b54a2e53c
192 changed files with 6289 additions and 1680 deletions

View File

@@ -33,9 +33,9 @@ struct tint_symbol_5 {
};
vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
const float2 a_particlePos = tint_symbol.a_particlePos;
const float2 a_particleVel = tint_symbol.a_particleVel;
const float2 a_pos = tint_symbol.a_pos;
float2 const a_particlePos = tint_symbol.a_particlePos;
float2 const a_particleVel = tint_symbol.a_particleVel;
float2 const a_pos = tint_symbol.a_pos;
float angle = -( atan2(a_particleVel.x, a_particleVel.y));
float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
return {float4((pos + a_particlePos), 0.0f, 1.0f)};
@@ -46,7 +46,7 @@ fragment tint_symbol_3 frag_main() {
}
kernel void comp_main(tint_symbol_5 tint_symbol_4 [[stage_in]], constant SimParams& params [[buffer(0)]], device Particles& particlesA [[buffer(1)]], device Particles& particlesB [[buffer(2)]]) {
const uint3 gl_GlobalInvocationID = tint_symbol_4.gl_GlobalInvocationID;
uint3 const gl_GlobalInvocationID = tint_symbol_4.gl_GlobalInvocationID;
uint index = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;

View File

@@ -28,7 +28,7 @@ struct tint_symbol_5 {
};
vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
const VertexInput input = {tint_symbol.cur_position, tint_symbol.color};
VertexInput const input = {tint_symbol.cur_position, tint_symbol.color};
VertexOutput output = {};
output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
output.vtxFragColor = input.color;
@@ -36,7 +36,7 @@ vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant U
}
fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
const float4 fragColor = tint_symbol_3.fragColor;
float4 const fragColor = tint_symbol_3.fragColor;
return {fragColor};
}

View File

@@ -13,7 +13,7 @@ struct tint_symbol_3 {
constant float2 pos[3] = {float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)};
vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]]) {
const int VertexIndex = tint_symbol.VertexIndex;
int const VertexIndex = tint_symbol.VertexIndex;
return {float4(pos[VertexIndex], 0.0f, 1.0f)};
}