James Price 4d3af66bbd tint/msl: Preserve trailing vec3 padding
In order to preserve padding properly for MSL, we need to use its
packed_vec type for all vec3 types in storage buffers, not just struct
members. This commit includes a complete rewrite of the PackedVec3
transform to achieve this. The key details are:

* An internal `__packed_vec3<>` type was added, which corresponds to a
  `type::Vector` with an additional flag to indicate that it will be
  emitted as packed vector.

* The `PackedVec3` transform replaces all vec3 types used in
  host-shareable address spaces with the internal `__packed_vec3`
  type. This includes vec3 types that appear as the store type of a
  pointer.

* When used as an array element, these `__packed_vec3` types are
  wrapped in a struct that contains a single `__packed_vec3`
  member. This allows us to add an `@align()` attribute that ensures
  that `array<vec3<T>>` still has the correct array element stride.

* When the `vec3<T>` appears as a struct member in the input program,
  we apply the `@align()` to that member to ensure that we do not
  change its offset.

* Matrix types with three rows that are used in memory are replaced
  with an array of columns, where each column uses a `__packed_vec3`
  inside an aligned wrapper structure as above.

* Accesses to host-shareable memory that involve any of these types
  invoke a "pack" or "unpack" helper function to convert them to the
  equivalent type that uses `__packed_vec3` or a regular `vec3` as
  required.

* The `chromium_internal_relaxed_uniform_layout` extension is used to
  avoid issues where modifying a type in the uniform address space
  triggers stricter layout validation rules.

Bug: tint:1571
Fixed: tint:1837
Change-Id: Idaf2da2f5bcb2be00c85ec657edfb614186476bb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121200
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2023-02-27 20:21:03 +00:00

38 lines
1.1 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
struct tint_symbol_2 {
float2 vUV [[user(locn0)]];
};
struct tint_symbol_3 {
float4 value [[color(0)]];
};
float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5) {
float3 const random = tint_symbol_4.sample(tint_symbol_5, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
float3 const offset = float3(random[0]);
if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) {
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
continue;
}
float const sampleDepth = 0.0f;
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
}
return float4(1.0f);
}
fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_6 [[texture(0)]], sampler tint_symbol_7 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_6, tint_symbol_7);
tint_symbol_3 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}