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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>
15 lines
459 B
Plaintext
15 lines
459 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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kernel void tint_symbol(texture2d<uint, access::sample> tint_symbol_1 [[texture(0)]], texture2d<uint, access::write> tint_symbol_2 [[texture(1)]]) {
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uint4 srcValue = 0u;
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uint4 const x_22 = tint_symbol_1.read(uint2(int2(0)), 0);
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srcValue = x_22;
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uint const x_24 = srcValue[0];
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uint const x_25 = (x_24 + 1u);
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uint4 const x_27 = srcValue;
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tint_symbol_2.write(x_27.xxxx, uint2(int2(0)));
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return;
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}
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