The CombineSamplers transform was incorrectly flagging StorageTexture
(which in GLSL ends up as image2D) as needing to be combined with a
sampler, or at least renamed. This is incorrect: StorageTexture never
has an associated sampler, so don't try to pair it up and just output
it as image* in GLSL.
In GLSL, textureLoad (aka texelFetch) of depth textures is not allowed.
The fix is to bind the depth texture as the corresponding f32 texture
instead (e.g., texture_depth_2d -> texture_2d<f32>,
texture_depth_cube -> texture_cube<f32>, etc). This requires changing
both the uniform globals and function parameter types. We're now going
to receive a vec4 instead of a float from texelFetch, so add a ".x"
member accessor to retrieve the first component. (Note that we don't
do this inside a CallStatement since this gives the CloneContext
indigestion, and CallStatement is going to ignore the result of the
call anyway.)
We were failing to find the dummy samplers that Dawn creates for the
calls that actually do require a dummy sampler, since the old Inspector
implementation of GetSamplerTextureUses() does not find them. The fix
is to implement a new Inspector call to return the texture/sampler
pairs the Resolver found during resolution. This will include the
dummy sampler as a null variable pointer.
In order to identify the placeholder sampler, we pass in a BindingPair
to represent it. When we discover a null sampler in the variable pair,
we return the passed-in placeholder binding point to the caller (Dawn).
(Dawn will use a group of kMaxBindGroups, to ensure that it never
collides with an existing sampler.)
Bug: tint:1298
Change-Id: I82e142c2b4318608c27a9fa9521c27f15a6214cd
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78820
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
1) Append "Shadow" to samplers representing depth textures.
2) Sampling a depth texture returns f32, not vec4<f32>
3) Sampling a depth texture requires a Dref parameter, so we must
generate one if none is provided.
4) GLSL requires Dref to be appended to the texture coordinates vector,
*unless* it's a samplerCubeArrayShadow, since this would require vec5.
In that case, it's passed as a separate parameter.
5) GLSL's textureGather() with a depth sampler always requires a refZ
parameter, so provide zero to emulate WGSL's compare-less textureGather().
6) texelFetch() does not support depth textures, so this will have to be
validated out.
7) textureOffset() does not support sampler2DArrayShadow in GLES, so this will
have to be validated out.
Bug: tint:1298
Change-Id: Idaebe89cac6c1ec97c50a361b1d3aa3b84fb6c12
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78760
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
More line() and less std::endl.
More automated indents and less manual spacing.
Put a single newline after every struct and function declaration.
Note that this does touch every test result, but only affects whitespace.
Change-Id: I7506b9029b79b91fb335911dba44369b36f09bbe
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78300
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
OpenGL clips against [-w, w], while WebGPU uses [0, w]. The fix is to
modify gl_Position.z on output to match GLSL semantics. (This is the
same code used by SPIRV-Cross under the fixup_clipspace option.)
Bug: tint:1401
Change-Id: I1b1511352eee11cd9b095cd809aa8e1263c6cf4c
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78261
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Kindly donated by Brandon Jones and Austin Eng.
Tint has been used to convert all the deprecated attributes to the new style. In doing so, comments have been stripped. These are not massively important for the benchmarking.
Bindings have also been adjusted to be sequential and unique so that the MSL backend doesn't have to deal with binding remapping.
Existing benchmark files that used an underscore '_' have been renamed to use a dash '-' instead, to match the new files.
Change-Id: If5fb507b981f107ed570f6eedb55b232448f67aa
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77443
Reviewed-by: Brandon Jones <bajones@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Add google benchmark to the DEPs.
Implement a basic set of benchmarks for each of the writers and the WGSL parser.
Add build rules for CMake. GN build rules TODO.
Add a simple go tool (ported from Marl) to diff two benchmarks. Less
noisy than the one provided by google benchmark.
Bug: tint:1378
Change-Id: I73cf92c5d9fd2d3bfac8f264864fd774afbd5d01
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/76840
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Commit-Queue: Ben Clayton <bclayton@chromium.org>