Fix new-style WGSL I/O with OpenGL backend

Fixes issues with OpenGL when using the newer style of WGSL I/O that
relies on function parameters and return values. Also added several
end2end tests to cover different variants of that style of I/O.

BUG: dawn:755
Change-Id: I73b4b07ce924ce22e917bf399be705dc67519037
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47701
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Brandon Jones 2021-04-14 16:29:57 +00:00 committed by Commit Bot service account
parent 891ece5d16
commit d798f331a2
2 changed files with 222 additions and 2 deletions

View File

@ -84,7 +84,14 @@ namespace dawn_native { namespace opengl {
// Tint currently does not support emitting GLSL, so when provided a Tint program need to
// generate SPIRV and SPIRV-Cross reflection data to be used in this backend.
if (GetDevice()->IsToggleEnabled(Toggle::UseTintGenerator)) {
tint::writer::spirv::Generator generator(GetTintProgram());
tint::transform::Manager transformManager;
transformManager.append(std::make_unique<tint::transform::Spirv>());
tint::Program program;
DAWN_TRY_ASSIGN(
program, RunTransforms(&transformManager, GetTintProgram(), CompilationMessages()));
tint::writer::spirv::Generator generator(&program);
if (!generator.Generate()) {
std::ostringstream errorStream;
errorStream << "Generator: " << generator.error() << std::endl;

View File

@ -14,7 +14,7 @@
#include "tests/DawnTest.h"
#include "tests/DawnTest.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
#include <vector>
@ -95,6 +95,219 @@ I am an invalid shader and should never pass validation!
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, shader.c_str()));
}
// Tests that shaders using non-struct function parameters and return values for shader stage I/O
// can compile and link successfully.
TEST_P(ShaderTests, WGSLParamIO) {
std::string vertexShader = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>( 0.0, -1.0));
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[builtin(frag_coord)]] fragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(fragCoord.xy, 0.0, 1.0);
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor2 rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc);
}
// Tests that a vertex shader using struct function parameters and return values for shader stage
// I/O can compile and link successfully against a fragement shader using compatible non-struct I/O.
TEST_P(ShaderTests, WGSLMixedStructParamIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
return color;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor2 rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc);
}
// Tests that shaders using struct function parameters and return values for shader stage I/O
// can compile and link successfully.
TEST_P(ShaderTests, WGSLStructIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(frag_coord)]] fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor2 rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc);
}
// Tests that shaders I/O structs that us compatible locations but are not sorted by hand can link.
TEST_P(ShaderTests, WGSLUnsortedStructIO) {
// TODO(tint:710): Tint has a known issue with sorting structs in HLSL.
DAWN_SKIP_TEST_IF(IsD3D12());
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] color : vec4<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
})";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(frag_coord)]] fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
utils::ComboRenderPipelineDescriptor2 rpDesc;
rpDesc.vertex.module = vsModule;
rpDesc.cFragment.module = fsModule;
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc);
}
// Tests that shaders I/O structs can be shared between vertex and fragment shaders.
TEST_P(ShaderTests, WGSLSharedStructIO) {
// TODO(tint:714): Not yet implemeneted in tint yet, but intended to work.
DAWN_SKIP_TEST_IF(IsD3D12() || IsVulkan() || IsMetal() || IsOpenGL() || IsOpenGLES());
std::string shader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn vertexMain(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
output.color = input.color;
return output;
}
[[stage(fragment)]]
fn fragmentMain(input : VertexOut) -> [[location(0)]] vec4<f32> {
return input.color;
})";
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str());
utils::ComboRenderPipelineDescriptor2 rpDesc;
rpDesc.vertex.module = shaderModule;
rpDesc.vertex.entryPoint = "vertexMain";
rpDesc.cFragment.module = shaderModule;
rpDesc.cFragment.entryPoint = "fragmentMain";
rpDesc.vertex.bufferCount = 1;
rpDesc.cBuffers[0].attributeCount = 2;
rpDesc.cBuffers[0].arrayStride = 28;
rpDesc.cAttributes[0].shaderLocation = 0;
rpDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x3;
rpDesc.cAttributes[1].shaderLocation = 1;
rpDesc.cAttributes[1].format = wgpu::VertexFormat::Float32x4;
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline2(&rpDesc);
}
DAWN_INSTANTIATE_TEST(ShaderTests,
D3D12Backend(),
MetalBackend(),