d9b32c3178
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> |
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.vscode | ||
build_overrides | ||
docs | ||
fuzzers | ||
include/tint | ||
infra/config | ||
kokoro | ||
samples | ||
src | ||
test | ||
third_party | ||
tools | ||
.clang-format | ||
.gitignore | ||
.gn | ||
AUTHORS | ||
BUILD.gn | ||
CMakeLists.txt | ||
CMakeSettings.json | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CPPLINT.cfg | ||
DEPS | ||
Doxyfile | ||
LICENSE | ||
OWNERS | ||
PRESUBMIT.py | ||
README.md | ||
standalone.gclient | ||
tint_overrides_with_defaults.gni |
README.md
Tint
Tint is a compiler for the WebGPU Shader Language (WGSL).
This is not an officially supported Google product.
Requirements
- Git
- CMake (3.10.2 or later)
- Ninja (or other build tool)
- Python, for fetching dependencies
- depot_tools in your path
Build options
TINT_BUILD_SPV_READER
: enable the SPIR-V input reader (off by default)TINT_BUILD_WGSL_READER
: enable the WGSL input reader (on by default)TINT_BUILD_SPV_WRITER
: enable the SPIR-V output writer (on by default)TINT_BUILD_WGSL_WRITER
: enable the WGSL output writer (on by default)TINT_BUILD_FUZZERS
: enable building fuzzzers (off by default)
Building
Tint uses Chromium dependency management so you need to install depot_tools and add it to your PATH.
Getting source & dependencies
# Clone the repo as "tint"
git clone https://dawn.googlesource.com/tint tint
cd tint
# Bootstrap the gclient configuration
cp standalone.gclient .gclient
# Fetch external dependencies and toolchains with gclient
gclient sync
Compiling using CMake + Ninja
mkdir -p out/Debug
cd out/Debug
cmake -GNinja ../..
ninja # or autoninja
Compiling using CMake + make
mkdir -p out/Debug
cd out/Debug
cmake ../..
make # -j N for N-way parallel build
Compiling using gn + ninja
mkdir -p out/Debug
gn gen out/Debug
autoninja -C out/Debug
Fuzzers on MacOS
If you are attempting fuzz, using TINT_BUILD_FUZZERS=ON
, the version of llvm
in the XCode SDK does not have the needed libfuzzer functionality included.
The build error that you will see from using the XCode SDK will look something like this:
ld: file not found:/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/11.0.0/lib/darwin/libclang_rt.fuzzer_osx.a
The solution to this problem is to use a full version llvm, like what you would
get via homebrew, brew install llvm
, and use something like CC=<path to full clang> cmake ..
to setup a build using that toolchain.
Checking [chromium-style] issues in CMake builds
The gn based work flow uses the Chromium toolchain for building in anticipation of integration of Tint into Chromium based projects. This toolchain has additional plugins for checking for style issues, which are marked with [chromium-style] in log messages. This means that this toolchain is more strict then the default clang toolchain.
In the future we will have a CQ that will build this work flow and flag issues
automatically. Until that is in place, to avoid causing breakages you can run
the [chromium-style] checks using the CMake based work flows. This requires
setting CC
to the version of clang checked out by gclient sync
and setting
the TINT_CHECK_CHROMIUM_STYLE
to ON
.
mkdir -p out/style
cd out/style
cmake ../..
CC=../../third_party/llvm-build/Release+Asserts/bin/clang cmake -DTINT_CHECK_CHROMIUM_STYLE=ON ../../ # add -GNinja for ninja builds
Issues
Please file any issues or feature requests at https://bugs.chromium.org/p/tint/issues/entry
Contributing
Please see the CONTRIBUTING and CODE_OF_CONDUCT files on how to contribute to Tint.
Tint has a process for supporting experimental extensions.