dawn-cmake/test/bug/tint/1076.wgsl.expected.glsl
Stephen White a924ffe70c GLSL: fix sample_index, sample_mask and bitcasts
In GLSL, gl_SampleID and gl_SampleMask[In] require the
GL_OES_sample_variables extension, so output:

"#extension GL_OES_sample_variables : require"

in the header if those builtins is used.

Note that extensions must be inserted before the default precision
declaration, but helpers must be inserted after it, so we set a flag
and emit extensions, then the precision declaration, then helpers.

Further fixes:
- use gl_SampleMaskIn for input builtins, gl_SampleMask for output,
  necessitating the addition of a storage class to GLSLBuiltinToString()
- fix the handling of gl_SampleMaskIn: it's array<i32> in GLSL, not
  array<u32> as in SPIR-V
- centralize conversions for GLSL builtins used as input variables in
  FromGLSLBuiltin()
- implement bitcasts on assignment to GLSL builtin output variables,
  centralized in ToGLSLBuiltin()
- update the extension handling in the GLSL writer to check for both
  sample_index and sample_mask.
- call UnwrapRef() in GLSL's EmitBitcast(). In the test case, we were
  not recognizing the argument as a uint, yielding float() instead of
  uintBitsToFloat().

Bug: tint:1408, tint:1412, tint:1414

Change-Id: Ie01541eb6e7cdf4e21347341f988bff916346797
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78920
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-04 16:41:33 +00:00

28 lines
638 B
GLSL

#version 310 es
#extension GL_OES_sample_variables : require
precision mediump float;
layout(location = 0) in float a_1;
layout(location = 1) in float b_1;
layout(location = 0) out float a_2;
struct FragIn {
float a;
uint mask;
};
FragIn tint_symbol(FragIn tint_symbol_1, float b) {
if ((tint_symbol_1.mask == 0u)) {
return tint_symbol_1;
}
FragIn tint_symbol_2 = FragIn(b, 1u);
return tint_symbol_2;
}
void main() {
FragIn tint_symbol_3 = FragIn(a_1, uint(gl_SampleMaskIn[0]));
FragIn inner_result = tint_symbol(tint_symbol_3, b_1);
a_2 = inner_result.a;
gl_SampleMask[0] = int(inner_result.mask);
return;
}