4 Commits

Author SHA1 Message Date
Stephen White
bf209ffc9d GLSL: implement texture sample and store functions.
Change all the texture types to the GLSL equivalents. Note that some
types don't actually exist in GLSL ES, e.g., 1D textures, but this
will be handled later.

Change all the texture functions from HLSL-style to GLSL (e.g.,
texture.Sample(...) -> texture(texture, ...). Note that depth
comparison functions are probably wrong.

Implement writeonly storage texture type and functions.

Samplers are skipped entirely in the GLSL backend, with the assumption
that they will already have been combined into GLSL-style combined
samplers and textures by the client code.

Move the SingleEntryPoint transform above the RemovePhonies pass. This
ensures that texture variables are not optimized out. (Otherwise some
tests produce valid but not very useful results.)

Add the builtin-functions to the GLSL keywords list for renaming.
They're not keywords, but they can't be identifiers either.

Bug: tint:1298, tint:1299

Change-Id: I86c4547fcdd1eba80be98f6c05b939f345fd4c3e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69200
Commit-Queue: Stephen White <senorblanco@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-11-15 18:01:54 +00:00
Ben Clayton
1aa98e62c0 Implement phony assignment
Bug: tint:1213
Change-Id: Ib1ebc4947405c4ada7a9bdbc6bd5a36447bbd234
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/67064
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
2021-10-21 23:04:44 +00:00
Stephen White
7cf3b28a87 GLSL writer: validate all entry points with glslang.
Generate and validate all entry points individually.
This is required since GLSL has separate shader files, and
can only have a single "main" entry point.

Bug: tint:1217
Change-Id: Ie5cb510aaef3b7c8a7573f5fa9446815284afecb
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/61920
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-14 14:39:36 +00:00
Stephen White
a9f8c7db81 Implement GLSL writer backend.
This is a modified version of the HLSL writer.
Basic types, arrays, entry points, reserved keywords, uniforms,
builtin uniforms, structs, some builtin functions, zero initialization
are implemented. Textures, SSBOs and storage textures in particular are
unimplemented. All the unit tests "pass", but the output is not correct
in many cases.

triangle.wgsl outputs correct vertex and fragment shaders that pass
GLSL validation via glslang. compute_boids.wgsl outputs a valid but not
correct compute shader.

Change-Id: I96c7aaf60cf2d4237e45d732e5f51b345aea0552
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57780
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-10-06 18:55:10 +00:00