glsl: Wrap non-struct buffer types in structs

Use the AddSpirvBlockDecoration transform to do this.

Add expected results for all of the new E2E tests. The arrayLength()
tests all fail as this is not yet implemented for the GLSL
backend. The other tests all pass except two that assign whole structs
to buffers, which is also a pre-existing issue.

Bug: tint:1372
Change-Id: I230197b43a5561e619866419d642ffc1ed085aac
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/76164
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
James Price
2022-01-19 15:55:56 +00:00
parent 51e55b244e
commit ae8c65620e
30 changed files with 707 additions and 0 deletions

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#version 310 es
precision mediump float;
struct u_block {
vec4 inner[4];
};
layout (binding = 0) uniform u_block_1 {
vec4 inner[4];
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
vec4 x[4] = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
float inner;
};
layout (binding = 0) uniform u_block_1 {
float inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
float x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
int inner;
};
layout (binding = 0) uniform u_block_1 {
int inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
int x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
mat2 inner;
};
layout (binding = 0) uniform u_block_1 {
mat2 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
mat2x3 inner;
};
layout (binding = 0) uniform u_block_1 {
mat2x3 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x3 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
mat3x2 inner;
};
layout (binding = 0) uniform u_block_1 {
mat3x2 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat3x2 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
mat4 inner;
};
layout (binding = 0) uniform u_block_1 {
mat4 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat4 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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SKIP: FAILED
#version 310 es
precision mediump float;
struct Inner {
float f;
};
struct S {
Inner inner;
};
layout (binding = 0) uniform S_1 {
Inner inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
S x = u;
return;
}
void main() {
tint_symbol();
}
Error parsing GLSL shader:
ERROR: 0:17: '=' : cannot convert from 'layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform structure{ global mediump float f} inner}' to ' temp structure{ global structure{ global mediump float f} inner}'
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

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#version 310 es
precision mediump float;
struct u_block {
uint inner;
};
layout (binding = 0) uniform u_block_1 {
uint inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
uint x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
ivec2 inner;
};
layout (binding = 0) uniform u_block_1 {
ivec2 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
ivec2 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
uvec3 inner;
};
layout (binding = 0) uniform u_block_1 {
uvec3 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
uvec3 x = u.inner;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct u_block {
vec4 inner;
};
layout (binding = 0) uniform u_block_1 {
vec4 inner;
} u;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
vec4 x = u.inner;
return;
}
void main() {
tint_symbol();
}