WGSL: Replace last uses of var<in> and var<out>

Bug: dawn:755

Change-Id: Idaca6965fd2b5d0f2e0028d8edfff6c507050a45
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48240
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
This commit is contained in:
Corentin Wallez 2021-04-21 16:40:50 +00:00 committed by Commit Bot service account
parent a584ae7770
commit bda3796da9
7 changed files with 109 additions and 103 deletions

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@ -38,16 +38,23 @@ namespace dawn_native {
u_scale : vec2<f32>; u_scale : vec2<f32>;
u_offset : vec2<f32>; u_offset : vec2<f32>;
}; };
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
const texcoord : array<vec2<f32>, 3> = array<vec2<f32>, 3>( const texcoord : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-0.5, 0.0), vec2<f32>(-0.5, 0.0),
vec2<f32>( 1.5, 0.0), vec2<f32>( 1.5, 0.0),
vec2<f32>( 0.5, 2.0)); vec2<f32>( 0.5, 2.0));
[[location(0)]] var<out> v_texcoord: vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>; struct VertexOutputs {
[[builtin(vertex_index)]] var<in> VertexIndex : u32; [[location(0)]] texcoords : vec2<f32>;
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms; [[builtin(position)]] position : vec4<f32>;
[[stage(vertex)]] fn main() { };
Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> VertexOutputs {
var output : VertexOutputs;
output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
// Y component of scale is calculated by the copySizeHeight / textureHeight. Only // Y component of scale is calculated by the copySizeHeight / textureHeight. Only
// flipY case can get negative number. // flipY case can get negative number.
@ -59,33 +66,38 @@ namespace dawn_native {
// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases. // We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
// Adopt transform to src texture and then mapping it to triangle coord which // Adopt transform to src texture and then mapping it to triangle coord which
// do a +1 shift on Y dimension will help us got that mirror position perfectly. // do a +1 shift on Y dimension will help us got that mirror position perfectly.
v_texcoord = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) * output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0); vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
} else { } else {
// For the normal case, we need to get the exact position. // For the normal case, we need to get the exact position.
// So mapping texture to triangle firstly then adopt the transform. // So mapping texture to triangle firstly then adopt the transform.
v_texcoord = (texcoord[VertexIndex] * output.texcoords = (texcoord[VertexIndex] *
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) * vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
uniforms.u_scale + uniforms.u_offset; uniforms.u_scale + uniforms.u_offset;
} }
return output;
} }
)"; )";
static const char sCopyTextureForBrowserFragment[] = R"( static const char sCopyTextureForBrowserFragment[] = R"(
[[binding(1), group(0)]] var mySampler: sampler; [[binding(1), group(0)]] var mySampler: sampler;
[[binding(2), group(0)]] var myTexture: texture_2d<f32>; [[binding(2), group(0)]] var myTexture: texture_2d<f32>;
[[location(0)]] var<in> v_texcoord : vec2<f32>;
[[location(0)]] var<out> outputColor : vec4<f32>; [[stage(fragment)]] fn main(
[[stage(fragment)]] fn main() { [[location(0)]] texcoord : vec2<f32>
) -> [[location(0)]] vec4<f32> {
// Clamp the texcoord and discard the out-of-bound pixels. // Clamp the texcoord and discard the out-of-bound pixels.
var clampedTexcoord : vec2<f32> = var clampedTexcoord : vec2<f32> =
clamp(v_texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0)); clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
if (all(clampedTexcoord == v_texcoord)) { if (!all(clampedTexcoord == texcoord)) {
var srcColor : vec4<f32> = textureSample(myTexture, mySampler, v_texcoord); discard;
// Swizzling of texture formats when sampling / rendering is handled by the
// hardware so we don't need special logic in this shader. This is covered by tests.
outputColor = srcColor;
} }
var srcColor : vec4<f32> = textureSample(myTexture, mySampler, texcoord);
// Swizzling of texture formats when sampling / rendering is handled by the
// hardware so we don't need special logic in this shader. This is covered by tests.
return srcColor;
} }
)"; )";

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@ -58,12 +58,11 @@ namespace dawn_native {
var<storage> availability : [[access(read)]] AvailabilityArr; var<storage> availability : [[access(read)]] AvailabilityArr;
[[group(0), binding(2)]] var<uniform> params : TimestampParams; [[group(0), binding(2)]] var<uniform> params : TimestampParams;
[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
const sizeofTimestamp : u32 = 8u; const sizeofTimestamp : u32 = 8u;
[[stage(compute), workgroup_size(8, 1, 1)]] [[stage(compute), workgroup_size(8, 1, 1)]]
fn main() { fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
if (GlobalInvocationID.x >= params.count) { return; } if (GlobalInvocationID.x >= params.count) { return; }
var index : u32 = GlobalInvocationID.x + params.offset / sizeofTimestamp; var index : u32 = GlobalInvocationID.x + params.offset / sizeofTimestamp;

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@ -538,16 +538,15 @@ class VertexFormatDeprecationTests : public DeprecationTests {
protected: protected:
// Runs the test // Runs the test
void DoTest(const wgpu::VertexFormat vertexFormat, bool deprecated) { void DoTest(const wgpu::VertexFormat vertexFormat, bool deprecated) {
std::string attribute = "[[location(0)]] var<in> a : "; std::string attribute = "[[location(0)]] a : ";
attribute += dawn::GetWGSLVertexFormatType(vertexFormat); attribute += dawn::GetWGSLVertexFormatType(vertexFormat);
attribute += ";";
std::string attribAccess = dawn::VertexFormatNumComponents(vertexFormat) > 1 std::string attribAccess = dawn::VertexFormatNumComponents(vertexFormat) > 1
? "vec4<f32>(f32(a.x), 0.0, 0.0, 1.0)" ? "vec4<f32>(f32(a.x), 0.0, 0.0, 1.0)"
: "vec4<f32>(f32(a), 0.0, 0.0, 1.0)"; : "vec4<f32>(f32(a), 0.0, 0.0, 1.0)";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (attribute + R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { [[stage(vertex)]] fn main()" + attribute + R"() -> [[builtin(position)]] vec4<f32> {
return )" + attribAccess + R"(; return )" + attribAccess + R"(;
} }
)") )")

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@ -73,6 +73,7 @@ class DepthStencilSamplingTest : public DawnTest {
utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; utils::ComboRenderPipelineDescriptor2 pipelineDescriptor;
std::ostringstream shaderSource; std::ostringstream shaderSource;
std::ostringstream shaderOutputStruct;
std::ostringstream shaderBody; std::ostringstream shaderBody;
uint32_t index = 0; uint32_t index = 0;
@ -82,10 +83,10 @@ class DepthStencilSamplingTest : public DawnTest {
shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index
<< " : texture_2d<f32>;\n"; << " : texture_2d<f32>;\n";
shaderSource << "[[location(" << index << ")]] var<out> result" << index shaderOutputStruct << " [[location(" << index << ")]] result" << index
<< " : f32;\n"; << " : f32;\n";
shaderBody << "\nresult" << index << " = textureLoad(tex" << index shaderBody << "\n output.result" << index << " = textureLoad(tex" << index
<< ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n"; << ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n";
pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R32Float; pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R32Float;
break; break;
@ -93,10 +94,10 @@ class DepthStencilSamplingTest : public DawnTest {
shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index shaderSource << "[[group(0), binding(" << index << ")]] var tex" << index
<< " : texture_2d<u32>;\n"; << " : texture_2d<u32>;\n";
shaderSource << "[[location(" << index << ")]] var<out> result" << index shaderOutputStruct << " [[location(" << index << ")]] result" << index
<< " : u32;\n"; << " : u32;\n";
shaderBody << "\nresult" << index << " = textureLoad(tex" << index shaderBody << "\n output.result" << index << " = textureLoad(tex" << index
<< ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n"; << ", vec2<i32>(0, 0), 0)[" << componentIndex << "];\n";
pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R8Uint; pipelineDescriptor.cTargets[index].format = wgpu::TextureFormat::R8Uint;
break; break;
@ -105,7 +106,10 @@ class DepthStencilSamplingTest : public DawnTest {
index++; index++;
} }
shaderSource << "[[stage(fragment)]] fn main() { " << shaderBody.str() << "\n}"; shaderSource << "struct FragOutputs {\n" << shaderOutputStruct.str() << "};\n";
shaderSource << "[[stage(fragment)]] fn main() -> FragOutputs {\n";
shaderSource << " var output : FragOutputs;\n"
<< shaderBody.str() << " return output;\n}";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shaderSource.str().c_str()); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shaderSource.str().c_str());
pipelineDescriptor.vertex.module = vsModule; pipelineDescriptor.vertex.module = vsModule;

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@ -86,77 +86,68 @@ void FirstIndexOffsetTests::TestImpl(DrawMode mode,
uint32_t firstVertex, uint32_t firstVertex,
uint32_t firstInstance) { uint32_t firstInstance) {
using wgpu::operator&; using wgpu::operator&;
std::stringstream vertexShader;
std::stringstream fragmentShader; std::stringstream vertexInputs;
std::stringstream vertexOutputs;
std::stringstream vertexBody;
std::stringstream fragmentInputs;
std::stringstream fragmentBody;
vertexInputs << " [[location(0)]] position : vec4<f32>;\n";
vertexOutputs << " [[builtin(position)]] position : vec4<f32>;\n";
if ((checkIndex & CheckIndex::Vertex) != 0) { if ((checkIndex & CheckIndex::Vertex) != 0) {
vertexShader << R"( vertexInputs << " [[builtin(vertex_index)]] vertex_index : u32;\n";
[[builtin(vertex_index)]] var<in> vertex_index : u32; vertexOutputs << " [[location(1)]] vertex_index : u32;\n";
[[location(1)]] var<out> out_vertex_index : u32; vertexBody << " output.vertex_index = input.vertex_index;\n";
)";
fragmentShader << R"( fragmentInputs << " [[location(1)]] vertex_index : u32;\n";
[[location(1)]] var<in> in_vertex_index : u32; fragmentBody << " idx_vals.vertex_index = input.vertex_index;\n";
)";
} }
if ((checkIndex & CheckIndex::Instance) != 0) { if ((checkIndex & CheckIndex::Instance) != 0) {
vertexShader << R"( vertexInputs << " [[builtin(instance_index)]] instance_index : u32;\n";
[[builtin(instance_index)]] var<in> instance_index : u32; vertexOutputs << " [[location(2)]] instance_index : u32;\n";
[[location(2)]] var<out> out_instance_index : u32; vertexBody << " output.instance_index = input.instance_index;\n";
)";
fragmentShader << R"( fragmentInputs << " [[location(2)]] instance_index : u32;\n";
[[location(2)]] var<in> in_instance_index : u32; fragmentBody << " idx_vals.instance_index = input.instance_index;\n";
)";
} }
vertexShader << R"( std::string vertexShader = R"(
[[builtin(position)]] var<out> position : vec4<f32>; struct VertexInputs {
[[location(0)]] var<in> pos : vec4<f32>; )" + vertexInputs.str() + R"(
};
struct VertexOutputs {
)" + vertexOutputs.str() + R"(
};
[[stage(vertex)]] fn main(input : VertexInputs) -> VertexOutputs {
var output : VertexOutputs;
)" + vertexBody.str() + R"(
output.position = input.position;
return output;
})";
[[stage(vertex)]] fn main() {)"; std::string fragmentShader = R"(
fragmentShader << R"( [[block]] struct IndexVals {
[[block]] struct IndexVals { vertex_index : u32;
vertex_index : u32; instance_index : u32;
instance_index : u32; };
}; [[group(0), binding(0)]] var<storage> idx_vals : [[access(read_write)]] IndexVals;
[[group(0), binding(0)]] var<storage> idx_vals : [[access(read_write)]] IndexVals; struct FragInputs {
)" + fragmentInputs.str() + R"(
[[stage(fragment)]] fn main() { };
)"; [[stage(fragment)]] fn main(input : FragInputs) {
)" + fragmentBody.str() + R"(
if ((checkIndex & CheckIndex::Vertex) != 0) { })";
vertexShader << R"(
out_vertex_index = vertex_index;
)";
fragmentShader << R"(
idx_vals.vertex_index = in_vertex_index;
)";
}
if ((checkIndex & CheckIndex::Instance) != 0) {
vertexShader << R"(
out_instance_index = instance_index;
)";
fragmentShader << R"(
idx_vals.instance_index = in_instance_index;
)";
}
vertexShader << R"(
position = pos;
return;
})";
fragmentShader << R"(
return;
})";
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
constexpr uint32_t kComponentsPerVertex = 4; constexpr uint32_t kComponentsPerVertex = 4;
utils::ComboRenderPipelineDescriptor2 pipelineDesc; utils::ComboRenderPipelineDescriptor2 pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, vertexShader.str().c_str()); pipelineDesc.vertex.module = utils::CreateShaderModule(device, vertexShader.c_str());
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, fragmentShader.str().c_str()); pipelineDesc.cFragment.module = utils::CreateShaderModule(device, fragmentShader.c_str());
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList; pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::PointList;
pipelineDesc.vertex.bufferCount = 1; pipelineDesc.vertex.bufferCount = 1;
pipelineDesc.cBuffers[0].arrayStride = kComponentsPerVertex * sizeof(float); pipelineDesc.cBuffers[0].arrayStride = kComponentsPerVertex * sizeof(float);

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@ -30,10 +30,12 @@ class VertexBufferRobustnessTest : public DawnTest {
// Creates a vertex module that tests an expression with given attributes. If successful, the // Creates a vertex module that tests an expression with given attributes. If successful, the
// point drawn would be moved out of the viewport. On failure, the point is kept inside the // point drawn would be moved out of the viewport. On failure, the point is kept inside the
// viewport. // viewport.
wgpu::ShaderModule CreateVertexModule(const std::string& attributes, wgpu::ShaderModule CreateVertexModule(const std::string& attribute,
const std::string& successExpression) { const std::string& successExpression) {
return utils::CreateShaderModule(device, (attributes + R"( return utils::CreateShaderModule(device, (R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> { [[stage(vertex)]] fn main(
)" + attribute + R"(
) -> [[builtin(position)]] vec4<f32> {
if ()" + successExpression + R"() { if ()" + successExpression + R"() {
// Success case, move the vertex out of the viewport // Success case, move the vertex out of the viewport
return vec4<f32>(-10.0, 0.0, 0.0, 1.0); return vec4<f32>(-10.0, 0.0, 0.0, 1.0);
@ -102,7 +104,7 @@ TEST_P(VertexBufferRobustnessTest, DetectInvalidValues) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : f32;", "a == 473.0", vertexState, vertexBuffer, 0, false); DoTest("[[location(0)]] a : f32", "a == 473.0", vertexState, vertexBuffer, 0, false);
} }
TEST_P(VertexBufferRobustnessTest, FloatClamp) { TEST_P(VertexBufferRobustnessTest, FloatClamp) {
@ -119,7 +121,7 @@ TEST_P(VertexBufferRobustnessTest, FloatClamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : f32;", "a == 473.0", vertexState, vertexBuffer, 4, true); DoTest("[[location(0)]] a : f32", "a == 473.0", vertexState, vertexBuffer, 4, true);
} }
TEST_P(VertexBufferRobustnessTest, IntClamp) { TEST_P(VertexBufferRobustnessTest, IntClamp) {
@ -136,7 +138,7 @@ TEST_P(VertexBufferRobustnessTest, IntClamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : i32;", "a == 473", vertexState, vertexBuffer, 4, true); DoTest("[[location(0)]] a : i32", "a == 473", vertexState, vertexBuffer, 4, true);
} }
TEST_P(VertexBufferRobustnessTest, UIntClamp) { TEST_P(VertexBufferRobustnessTest, UIntClamp) {
@ -153,7 +155,7 @@ TEST_P(VertexBufferRobustnessTest, UIntClamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : u32;", "a == 473u", vertexState, vertexBuffer, 4, true); DoTest("[[location(0)]] a : u32", "a == 473u", vertexState, vertexBuffer, 4, true);
} }
TEST_P(VertexBufferRobustnessTest, Float2Clamp) { TEST_P(VertexBufferRobustnessTest, Float2Clamp) {
@ -170,7 +172,7 @@ TEST_P(VertexBufferRobustnessTest, Float2Clamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : vec2<f32>;", "a[0] == 473.0 && a[1] == 473.0", DoTest("[[location(0)]] a : vec2<f32>", "a[0] == 473.0 && a[1] == 473.0",
std::move(vertexState), vertexBuffer, 8, true); std::move(vertexState), vertexBuffer, 8, true);
} }
@ -188,7 +190,7 @@ TEST_P(VertexBufferRobustnessTest, Float3Clamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : vec3<f32>;", DoTest("[[location(0)]] a : vec3<f32>",
"a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0", vertexState, vertexBuffer, 12, true); "a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0", vertexState, vertexBuffer, 12, true);
} }
@ -206,7 +208,7 @@ TEST_P(VertexBufferRobustnessTest, Float4Clamp) {
wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices), wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(device, kVertices, sizeof(kVertices),
wgpu::BufferUsage::Vertex); wgpu::BufferUsage::Vertex);
DoTest("[[location(0)]] var<in> a : vec4<f32>;", DoTest("[[location(0)]] a : vec4<f32>",
"a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0 && a[3] == 473.0", vertexState, "a[0] == 473.0 && a[1] == 473.0 && a[2] == 473.0 && a[3] == 473.0", vertexState,
vertexBuffer, 16, true); vertexBuffer, 16, true);
} }

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@ -448,10 +448,9 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBO) {
heapSize : f32; heapSize : f32;
}; };
[[group(0), binding(0)]] var<uniform> buffer0 : U; [[group(0), binding(0)]] var<uniform> buffer0 : U;
[[location(0)]] var<out> FragColor : f32;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main() -> [[location(0)]] f32 {
FragColor = buffer0.heapSize; return buffer0.heapSize;
})"); })");
wgpu::BlendState blend; wgpu::BlendState blend;