GLSL: fix Position built-in variable.
Position maps to gl_Position in vertex shaders, and gl_FragCoord in fragment shaders. Bug: tint:1296 Change-Id: I22069af2c82bb03521f2721d16c29ba98c85f3f2 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69280 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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@ -1758,10 +1758,20 @@ sem::Type* GeneratorImpl::builtin_type(ast::Builtin builtin) {
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}
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}
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const char* GeneratorImpl::builtin_to_string(ast::Builtin builtin) const {
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const char* GeneratorImpl::builtin_to_string(ast::Builtin builtin,
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ast::PipelineStage stage) {
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switch (builtin) {
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case ast::Builtin::kPosition:
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switch (stage) {
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case ast::PipelineStage::kVertex:
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return "gl_Position";
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case ast::PipelineStage::kFragment:
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return "gl_FragCoord";
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default:
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TINT_ICE(Writer, builder_.Diagnostics())
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<< "position builtin unexpected in this pipeline stage";
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return "";
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}
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case ast::Builtin::kVertexIndex:
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return "gl_VertexID";
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case ast::Builtin::kInstanceIndex:
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@ -1959,10 +1969,10 @@ bool GeneratorImpl::EmitEntryPointFunction(const ast::Function* func) {
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return false;
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}
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out << "(";
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out << builtin_to_string(builtin->builtin);
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out << builtin_to_string(builtin->builtin, func->PipelineStage());
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out << ")";
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} else {
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out << builtin_to_string(builtin->builtin);
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out << builtin_to_string(builtin->builtin, func->PipelineStage());
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}
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} else {
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out << name;
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@ -1992,7 +2002,7 @@ bool GeneratorImpl::EmitEntryPointFunction(const ast::Function* func) {
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out << " ";
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if (auto* builtin = ast::GetDecoration<ast::BuiltinDecoration>(
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member->Declaration()->decorations)) {
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out << builtin_to_string(builtin->builtin);
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out << builtin_to_string(builtin->builtin, func->PipelineStage());
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} else {
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out << name;
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}
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@ -347,8 +347,9 @@ class GeneratorImpl : public TextGenerator {
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std::string generate_builtin_name(const sem::Intrinsic* intrinsic);
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/// Converts a builtin to a gl_ string
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/// @param builtin the builtin to convert
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/// @param stage pipeline stage in which this builtin is used
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/// @returns the string name of the builtin or blank on error
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const char* builtin_to_string(ast::Builtin builtin) const;
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const char* builtin_to_string(ast::Builtin builtin, ast::PipelineStage stage);
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/// Converts a builtin to a sem::Type appropriate for GLSL.
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/// @param builtin the builtin to convert
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/// @returns the appropriate semantic type or null on error.
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@ -208,7 +208,7 @@ tint_symbol_2 frag_main(tint_symbol_1 tint_symbol) {
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}
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void main() {
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tint_symbol_1 inputs;
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inputs.coord = gl_Position;
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inputs.coord = gl_FragCoord;
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tint_symbol_2 outputs;
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outputs = frag_main(inputs);
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gl_FragDepth = outputs.value;
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@ -320,7 +320,7 @@ void main() {
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tint_symbol_2 inputs;
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inputs.col1 = col1;
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inputs.col2 = col2;
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inputs.pos = gl_Position;
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inputs.pos = gl_FragCoord;
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frag_main(inputs);
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}
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@ -59,7 +59,7 @@ TEST_P(GlslBuiltinConversionTest, Emit) {
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auto params = GetParam();
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GeneratorImpl& gen = Build();
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EXPECT_EQ(gen.builtin_to_string(params.builtin),
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EXPECT_EQ(gen.builtin_to_string(params.builtin, ast::PipelineStage::kVertex),
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std::string(params.attribute_name));
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}
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INSTANTIATE_TEST_SUITE_P(
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