dawn-cmake/test/tint/builtins/gen/literal/textureSampleBaseClampToEdge
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
..
7c04e6.wgsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
7c04e6.wgsl.expected.dxc.hlsl tint/transform: Inline HLSL uniform / storage buffers 2023-02-24 17:16:55 +00:00
7c04e6.wgsl.expected.fxc.hlsl tint/transform: Inline HLSL uniform / storage buffers 2023-02-24 17:16:55 +00:00
7c04e6.wgsl.expected.glsl Reduce shader complexity for external textures 2023-01-04 12:29:56 +00:00
7c04e6.wgsl.expected.msl tint/msl: Preserve trailing vec3 padding 2023-02-27 20:21:03 +00:00
7c04e6.wgsl.expected.spvasm Reduce shader complexity for external textures 2023-01-04 12:29:56 +00:00
7c04e6.wgsl.expected.wgsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.dxc.hlsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.fxc.hlsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.glsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.msl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.spvasm test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00
9ca02c.wgsl.expected.wgsl test/tint: Fix e2e test generation for vec / mat 2022-11-04 17:06:03 +00:00