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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-11-05 16:31:47 -0800
committerGitHub <noreply@github.com>2024-11-05 16:31:47 -0800
commit79056cd7e0ba261a007e21a98a6f49cb0b032e25 (patch)
treef08c26c9f16ddbfb4a890ce7d201f27d037ccd03 /tests/wgsl
parent4fa76f374c0c35c9c7d186e8addf6861e98baaec (diff)
Legalize the Entry-point for WGSL (#5498)
* Legalize the Entry-point for WGSL The return type of the entry-point needs to be legalized when targeting WGSL. This commit flattens the nested-structs of the return type and the input parameters of the entry-point. Most of code is copied from the legalization code for Metal. The following functions are exactly same to the implementation for Metal or almost same. - flattenInputParameters() : 136 lines - reportUnsupportedSystemAttribute() : 7 lines - ensureResultStructHasUserSemantic() : 46 lines - struct MapStructToFlatStruct : 176 lines - flattenNestedStructs() : 95 lines - maybeFlattenNestedStructs() : 42 lines - _replaceAllReturnInst() : 19 lines - _returnNonOverlappingAttributeIndex() : 16 lines - _replaceAttributeOfLayout() : 23 lines - tryConvertValue() : 41 lines - legalizeSystemValueParameters() : 11 lines They need to be refactored to reduce the duplication later. The test case, `tests/compute/assoctype-lookup.slang`, had a bug that the compute shader was trying to use the varying input/output with the user defined semantics. This commit removes the user defined semantics, because the compute shaders cannot use the user defined semantics. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Diffstat (limited to 'tests/wgsl')
-rw-r--r--tests/wgsl/nested-varying-input.slang53
1 files changed, 53 insertions, 0 deletions
diff --git a/tests/wgsl/nested-varying-input.slang b/tests/wgsl/nested-varying-input.slang
new file mode 100644
index 000000000..2cdf4f7eb
--- /dev/null
+++ b/tests/wgsl/nested-varying-input.slang
@@ -0,0 +1,53 @@
+//TEST:SIMPLE(filecheck=VERT): -target wgsl -stage vertex -entry vertexMain
+//TEST:SIMPLE(filecheck=FRAG): -target wgsl -stage fragment -entry fragmentMain
+
+// Tests three aspects:
+// 1. Flatten the nested struct for the return type of the entry-point
+// 2. For fragment shader, SV_TARGET index must be emitted as @location(index)
+// 3. For non-fragment shader, the user defined semantics should be emitted as @location(index)
+
+struct FragmentOutput
+{
+ //FRAG: @location(1) color1
+ float4 color1 : SV_TARGET1;
+
+ //FRAG: @location(0) color0
+ float4 color0 : SV_TARGET0;
+};
+
+struct NestedVertexOutput
+{
+ float4 color : COLOR0;
+};
+
+struct VertexOutput
+{
+ //VERT: @builtin(position) position
+ //FRAG: @builtin(position) position
+ float4 position : SV_Position;
+
+ //VERT: @location(0) uv
+ //FRAG: @location(0) uv
+ float2 uv : TEXCOORD0;
+
+ //VERT: @location(1) color
+ //FRAG: @location(1) color
+ NestedVertexOutput nested;
+};
+
+VertexOutput vertexMain()
+{
+ VertexOutput out;
+ out.position = float4(1.0, 1.0, 1.0, 1.0);
+ out.uv = float2(0.5, 0.5);
+ out.nested.color = float4(0.0, 0.0, 0.0, 0.0);
+ return out;
+}
+
+FragmentOutput fragmentMain(VertexOutput input)
+{
+ FragmentOutput out;
+ out.color0 = input.nested.color;
+ out.color1 = input.nested.color;
+ return out;
+}