Hash :
0cdbc781
Author :
Date :
2025-03-06T11:22:18
WGSL: Output samplers, including samplers from structs This output two WGSL variables for each GLSL sampler, including samplers in structs. This does not output the correct types for the WGSL variables, yet, nor does it generate texture access function calls. It also can't deal with arrays of samplers, which are not allowed in WGSL. Note that WGSL does not allow structs containing samplers to be arguments to a function, like Vulkan, nor does it allowed arrays of samplers at all, unlike Vulkan. This deals with the former problem the same way as Vulkan and Metal, by monomorphizing functions that take unsupported arguments. Bug: angleproject:389145696 Change-Id: I346688783dd2771c8fe6848b6783d948ed111783 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6253672 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Matthew Denton <mpdenton@chromium.org>
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//
// Copyright 2024 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// WGSLOutput_test.cpp:
// Tests for corect WGSL translations.
//
#include <regex>
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class WGSLVertexOutputTest : public MatchOutputCodeTest
{
public:
WGSLVertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, SH_WGSL_OUTPUT)
{
ShCompileOptions defaultCompileOptions = {};
defaultCompileOptions.validateAST = true;
setDefaultCompileOptions(defaultCompileOptions);
}
};
class WGSLOutputTest : public MatchOutputCodeTest
{
public:
WGSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_WGSL_OUTPUT)
{
ShCompileOptions defaultCompileOptions = {};
defaultCompileOptions.validateAST = true;
setDefaultCompileOptions(defaultCompileOptions);
}
};
TEST_F(WGSLOutputTest, BasicTranslation)
{
const std::string &shaderString =
R"(#version 310 es
precision highp float;
out vec4 outColor;
struct Foo {
float x;
float y;
vec3 multiArray[2][3];
mat3 aMatrix;
};
vec4 doFoo(Foo foo, float zw);
vec4 doFoo(Foo foo, float zw)
{
// foo.x = foo.y;
return vec4(foo.x, foo.y, zw, zw);
}
Foo returnFoo(Foo foo) {
return foo;
}
float returnFloat(float x) {
return x;
}
float takeArgs(vec2 x, float y) {
return y;
}
void main()
{
Foo foo;
// Struct field accesses.
foo.x = 2.0;
foo.y = 2.0;
// Complicated constUnion should be emitted correctly.
foo.multiArray = vec3[][](
vec3[](
vec3(1.0, 2.0, 3.0),
vec3(1.0, 2.0, 3.0),
vec3(1.0, 2.0, 3.0)),
vec3[](
vec3(4.0, 5.0, 6.0),
vec3(4.0, 5.0, 6.0),
vec3(4.0, 5.0, 6.0)
)
);
int arrIndex = 1;
// Access an array index with a constant index.
float f = foo.multiArray[0][1].x;
// Access an array index with a non-const index, should clamp by default.
float f2 = foo.multiArray[0][arrIndex].x;
gl_FragDepth = f + f2;
doFoo(returnFoo(foo), returnFloat(3.0));
takeArgs(vec2(1.0, 2.0), foo.x);
returnFloat(doFoo(foo, 7.0 + 9.0).x);
outColor = vec4(0.0, 0.0, 0.0, 0.0);
})";
const std::string &outputString =
R"(struct ANGLE_Output_Global {
outColor : vec4<f32>,
gl_FragDepth_ : f32,
};
var<private> ANGLE_output_global : ANGLE_Output_Global;
struct ANGLE_Output_Annotated {
@location(@@@@@@) outColor : vec4<f32>,
@builtin(frag_depth) gl_FragDepth_ : f32,
};
;
struct _uFoo
{
_ux : f32,
_uy : f32,
_umultiArray : array<array<vec3<f32>, 3>, 2>,
_uaMatrix : mat3x3<f32>,
};
fn _udoFoo(_ufoo : _uFoo, _uzw : f32) -> vec4<f32>;
fn _udoFoo(_ufoo : _uFoo, _uzw : f32) -> vec4<f32>
{
return vec4<f32>((_ufoo)._ux, (_ufoo)._uy, _uzw, _uzw);
}
fn _ureturnFoo(_ufoo : _uFoo) -> _uFoo
{
return _ufoo;
}
fn _ureturnFloat(_ux : f32) -> f32
{
return _ux;
}
fn _utakeArgs(_ux : vec2<f32>, _uy : f32) -> f32
{
return _uy;
}
fn _umain()
{
var _ufoo : _uFoo;
((_ufoo)._ux) = (2.0f);
((_ufoo)._uy) = (2.0f);
((_ufoo)._umultiArray) = (array<array<vec3<f32>, 3>, 2>(array<vec3<f32>, 3>(vec3<f32>(1.0f, 2.0f, 3.0f), vec3<f32>(1.0f, 2.0f, 3.0f), vec3<f32>(1.0f, 2.0f, 3.0f)), array<vec3<f32>, 3>(vec3<f32>(4.0f, 5.0f, 6.0f), vec3<f32>(4.0f, 5.0f, 6.0f), vec3<f32>(4.0f, 5.0f, 6.0f))));
var _uarrIndex : i32 = (1i);
var _uf : f32 = (((((_ufoo)._umultiArray)[0i])[1i]).x);
var _uf2 : f32 = (((((_ufoo)._umultiArray)[0i])[clamp((_uarrIndex), 0, 2)]).x);
(ANGLE_output_global.gl_FragDepth_) = ((_uf) + (_uf2));
_udoFoo(_ureturnFoo(_ufoo), _ureturnFloat(3.0f));
_utakeArgs(vec2<f32>(1.0f, 2.0f), (_ufoo)._ux);
_ureturnFloat((_udoFoo(_ufoo, 16.0f)).x);
(ANGLE_output_global.outColor) = (vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f));
}
@fragment
fn wgslMain() -> ANGLE_Output_Annotated
{
_umain();
var ANGLE_output_annotated : ANGLE_Output_Annotated;
ANGLE_output_annotated.outColor = ANGLE_output_global.outColor;
ANGLE_output_annotated.gl_FragDepth_ = ANGLE_output_global.gl_FragDepth_;
return ANGLE_output_annotated;
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}
TEST_F(WGSLOutputTest, ControlFlow)
{
const std::string &shaderString =
R"(#version 300 es
precision highp float;
int ifElseDemo() {
int x = 5;
if (x == 5) {
return 6;
} else if (x == 6) {
return 7;
} else {
return 8;
}
}
void switchDemo() {
int x = 5;
switch (x) {
case 5:
case 6:
discard;
case 7: {
return;
}
case 8:
case 9:
{
x = 7;
}
return;
default:
return;
}
}
void forLoopDemo() {
for (int i = 0; i < 5; i++) {
if (i == 4) {
break;
} else if (i == 5) {
continue;
}
}
}
void whileLoopDemo() {
int i = 0;
while (i < 5) {
i++;
}
do {
i++;
} while (i < 5);
}
void main()
{
ifElseDemo();
switchDemo();
forLoopDemo();
whileLoopDemo();
})";
const std::string &outputString =
R"(fn _uifElseDemo() -> i32
{
var _ux : i32 = (5i);
if ((_ux) == (5i))
{
return 6i;
}
else
{
if ((_ux) == (6i))
{
return 7i;
}
else
{
return 8i;
}
}
}
fn _uswitchDemo()
{
var _ux : i32 = (5i);
switch _ux
{
case 5i, 6i:
{
discard;
}
case 7i:
{
{
return;
}
}
case 8i, 9i:
{
{
(_ux) = (7i);
}
return;
}
case default:
{
return;
}
}
}
fn _uforLoopDemo()
{
for (var _ui : i32 = (0i); (_ui) < (5i); (_ui)++)
{
if ((_ui) == (4i))
{
break;
}
else
{
if ((_ui) == (5i))
{
continue;
}
}
}
}
fn _uwhileLoopDemo()
{
var _ui : i32 = (0i);
while ((_ui) < (5i))
{
(_ui)++;
}
loop {
{
(_ui)++;
}
if (!((_ui) < (5i)) { break; }
}
}
fn _umain()
{
_uifElseDemo();
_uswitchDemo();
_uforLoopDemo();
_uwhileLoopDemo();
}
@fragment
fn wgslMain()
{
_umain();
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}
TEST_F(WGSLOutputTest, GLFragColorWithUniform)
{
const std::string &shaderString =
R"(
uniform mediump vec4 u_color;
void main(void)
{
gl_FragColor = u_color;
})";
const std::string &outputString =
R"(struct ANGLE_Output_Global {
gl_FragColor_ : vec4<f32>,
};
var<private> ANGLE_output_global : ANGLE_Output_Global;
struct ANGLE_Output_Annotated {
@location(0) gl_FragColor_ : vec4<f32>,
};
struct ANGLE_DefaultUniformBlock {
u_color : vec4<f32>,
};
@group(0) @binding(1) var<uniform> ANGLE_defaultUniformBlock : ANGLE_DefaultUniformBlock;
;
fn _umain()
{
(ANGLE_output_global.gl_FragColor_) = (ANGLE_defaultUniformBlock.u_color);
}
@fragment
fn wgslMain() -> ANGLE_Output_Annotated
{
_umain();
var ANGLE_output_annotated : ANGLE_Output_Annotated;
ANGLE_output_annotated.gl_FragColor_ = ANGLE_output_global.gl_FragColor_;
return ANGLE_output_annotated;
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}
TEST_F(WGSLOutputTest, UniformsWithNestedStructs)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
struct NestedUniforms {
float x;
};
struct Uniforms {
NestedUniforms a;
float b;
float c;
float[5] d;
float e;
vec3 f[7];
float[5] g;
};
uniform Uniforms unis;
out vec4 fragColor;
void main() {
float[5] dCopy = unis.d;
fragColor = vec4(unis.a.x, unis.b, unis.c, dCopy[1]);
fragColor += vec4(unis.d[2], unis.e, unis.f[0][2], (unis.e > 0.5 ? unis.d : unis.g)[1]);
})";
const std::string &outputString =
R"(struct ANGLE_Output_Global {
fragColor : vec4<f32>,
};
var<private> ANGLE_output_global : ANGLE_Output_Global;
struct ANGLE_Output_Annotated {
@location(@@@@@@) fragColor : vec4<f32>,
};
struct ANGLE_DefaultUniformBlock {
unis : _uUniforms,
};
@group(0) @binding(1) var<uniform> ANGLE_defaultUniformBlock : ANGLE_DefaultUniformBlock;
struct ANGLE_wrapped_float
{
@align(16) elem : f32
};
fn ANGLE_Convert_Array5_ANGLE_wrapped_float_ElementsTo_float_Elements(wrappedArr : array<ANGLE_wrapped_float, 5>) -> array<f32, 5>
{
var retVal : array<f32, 5>;
for (var i : u32 = 0; i < 5; i++) {;
retVal[i] = wrappedArr[i].elem;
}
return retVal;
}
struct _uNestedUniforms
{
@align(16) _ux : f32,
};
struct _uUniforms
{
@align(16) _ua : _uNestedUniforms,
@align(16) _ub : f32,
_uc : f32,
@align(16) _ud : array<ANGLE_wrapped_float, 5>,
_ue : f32,
@align(16) _uf : array<vec3<f32>, 7>,
@align(16) _ug : array<ANGLE_wrapped_float, 5>,
};
;
;
fn _umain()
{
var _udCopy : array<f32, 5> = (ANGLE_Convert_Array5_ANGLE_wrapped_float_ElementsTo_float_Elements((ANGLE_defaultUniformBlock.unis)._ud));
(ANGLE_output_global.fragColor) = (vec4<f32>(((ANGLE_defaultUniformBlock.unis)._ua)._ux, (ANGLE_defaultUniformBlock.unis)._ub, (ANGLE_defaultUniformBlock.unis)._uc, (_udCopy)[1i]));
(ANGLE_output_global.fragColor) += (vec4<f32>((ANGLE_defaultUniformBlock.unis)._ud[2i].elem, (ANGLE_defaultUniformBlock.unis)._ue, (((ANGLE_defaultUniformBlock.unis)._uf)[0i])[2i], (select((ANGLE_Convert_Array5_ANGLE_wrapped_float_ElementsTo_float_Elements((ANGLE_defaultUniformBlock.unis)._ug)), (ANGLE_Convert_Array5_ANGLE_wrapped_float_ElementsTo_float_Elements((ANGLE_defaultUniformBlock.unis)._ud)), (((ANGLE_defaultUniformBlock.unis)._ue) > (0.5f))))[1i]));
}
@fragment
fn wgslMain() -> ANGLE_Output_Annotated
{
_umain();
var ANGLE_output_annotated : ANGLE_Output_Annotated;
ANGLE_output_annotated.fragColor = ANGLE_output_global.fragColor;
return ANGLE_output_annotated;
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}
TEST_F(WGSLOutputTest, UniformsWithMatCx2)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
struct Uniforms {
mat2 a;
mat3x2 b;
mat4x2 c;
mat2[2] aArr;
mat3x2[2] bArr;
mat4x2[2] cArr;
};
uniform Uniforms unis;
out vec4 fragColor;
void main() {
mat2 a = unis.a;
mat3x2 b = unis.b;
mat4x2 c = unis.c;
mat2[2] aArr = unis.aArr;
mat3x2[2] bArr = unis.bArr;
mat4x2[2] cArr = unis.cArr;
mat2 aIndexed = unis.aArr[1];
mat3x2 bIndexed = unis.bArr[1];
mat4x2 cIndexed = unis.cArr[1];
fragColor = vec4(a[0][0], b[0][0], c[0][0], 1.0);
fragColor += vec4(aArr[0][0][0], bArr[0][0][0], cArr[0][0][0], 1.0);
fragColor += vec4(aIndexed[0][0], bIndexed[0][0], cIndexed[0][0], 1.0);
})";
const std::string &outputString =
R"(struct ANGLE_Output_Global {
fragColor : vec4<f32>,
};
var<private> ANGLE_output_global : ANGLE_Output_Global;
struct ANGLE_Output_Annotated {
@location(@@@@@@) fragColor : vec4<f32>,
};
struct ANGLE_DefaultUniformBlock {
unis : _uUniforms,
};
@group(0) @binding(1) var<uniform> ANGLE_defaultUniformBlock : ANGLE_DefaultUniformBlock;
struct ANGLE_wrapped_vec2
{
@align(16) elem : vec2<f32>
};
fn ANGLE_Convert_Mat2x2(mangledMatrix : array<ANGLE_wrapped_vec2, 2>) -> mat2x2<f32>
{
var retVal : mat2x2<f32>;
retVal = mat2x2<f32>(mangledMatrix[0].elem, mangledMatrix[1].elem);
return retVal;
}
fn ANGLE_Convert_Array2_Mat2x2(mangledMatrix : array<array<ANGLE_wrapped_vec2, 2>, 2>) -> array<mat2x2<f32>, 2>
{
var retVal : array<mat2x2<f32>, 2>;
for (var i : u32 = 0; i < 2; i++) {;
retVal[i] = mat2x2<f32>(mangledMatrix[i][0].elem, mangledMatrix[i][1].elem);
}
return retVal;
}
fn ANGLE_Convert_Mat3x2(mangledMatrix : array<ANGLE_wrapped_vec2, 3>) -> mat3x2<f32>
{
var retVal : mat3x2<f32>;
retVal = mat3x2<f32>(mangledMatrix[0].elem, mangledMatrix[1].elem, mangledMatrix[2].elem);
return retVal;
}
fn ANGLE_Convert_Array2_Mat3x2(mangledMatrix : array<array<ANGLE_wrapped_vec2, 3>, 2>) -> array<mat3x2<f32>, 2>
{
var retVal : array<mat3x2<f32>, 2>;
for (var i : u32 = 0; i < 2; i++) {;
retVal[i] = mat3x2<f32>(mangledMatrix[i][0].elem, mangledMatrix[i][1].elem, mangledMatrix[i][2].elem);
}
return retVal;
}
fn ANGLE_Convert_Mat4x2(mangledMatrix : array<ANGLE_wrapped_vec2, 4>) -> mat4x2<f32>
{
var retVal : mat4x2<f32>;
retVal = mat4x2<f32>(mangledMatrix[0].elem, mangledMatrix[1].elem, mangledMatrix[2].elem, mangledMatrix[3].elem);
return retVal;
}
fn ANGLE_Convert_Array2_Mat4x2(mangledMatrix : array<array<ANGLE_wrapped_vec2, 4>, 2>) -> array<mat4x2<f32>, 2>
{
var retVal : array<mat4x2<f32>, 2>;
for (var i : u32 = 0; i < 2; i++) {;
retVal[i] = mat4x2<f32>(mangledMatrix[i][0].elem, mangledMatrix[i][1].elem, mangledMatrix[i][2].elem, mangledMatrix[i][3].elem);
}
return retVal;
}
struct _uUniforms
{
@align(16) _ua : array<ANGLE_wrapped_vec2, 2>,
@align(16) _ub : array<ANGLE_wrapped_vec2, 3>,
@align(16) _uc : array<ANGLE_wrapped_vec2, 4>,
@align(16) _uaArr : array<array<ANGLE_wrapped_vec2, 2>, 2>,
@align(16) _ubArr : array<array<ANGLE_wrapped_vec2, 3>, 2>,
@align(16) _ucArr : array<array<ANGLE_wrapped_vec2, 4>, 2>,
};
;
;
fn _umain()
{
var _ua : mat2x2<f32> = (ANGLE_Convert_Mat2x2((ANGLE_defaultUniformBlock.unis)._ua));
var _ub : mat3x2<f32> = (ANGLE_Convert_Mat3x2((ANGLE_defaultUniformBlock.unis)._ub));
var _uc : mat4x2<f32> = (ANGLE_Convert_Mat4x2((ANGLE_defaultUniformBlock.unis)._uc));
var _uaArr : array<mat2x2<f32>, 2> = (ANGLE_Convert_Array2_Mat2x2((ANGLE_defaultUniformBlock.unis)._uaArr));
var _ubArr : array<mat3x2<f32>, 2> = (ANGLE_Convert_Array2_Mat3x2((ANGLE_defaultUniformBlock.unis)._ubArr));
var _ucArr : array<mat4x2<f32>, 2> = (ANGLE_Convert_Array2_Mat4x2((ANGLE_defaultUniformBlock.unis)._ucArr));
var _uaIndexed : mat2x2<f32> = (ANGLE_Convert_Mat2x2((ANGLE_defaultUniformBlock.unis)._uaArr[1i]));
var _ubIndexed : mat3x2<f32> = (ANGLE_Convert_Mat3x2((ANGLE_defaultUniformBlock.unis)._ubArr[1i]));
var _ucIndexed : mat4x2<f32> = (ANGLE_Convert_Mat4x2((ANGLE_defaultUniformBlock.unis)._ucArr[1i]));
(ANGLE_output_global.fragColor) = (vec4<f32>(((_ua)[0i])[0i], ((_ub)[0i])[0i], ((_uc)[0i])[0i], 1.0f));
(ANGLE_output_global.fragColor) += (vec4<f32>((((_uaArr)[0i])[0i])[0i], (((_ubArr)[0i])[0i])[0i], (((_ucArr)[0i])[0i])[0i], 1.0f));
(ANGLE_output_global.fragColor) += (vec4<f32>(((_uaIndexed)[0i])[0i], ((_ubIndexed)[0i])[0i], ((_ucIndexed)[0i])[0i], 1.0f));
}
@fragment
fn wgslMain() -> ANGLE_Output_Annotated
{
_umain();
var ANGLE_output_annotated : ANGLE_Output_Annotated;
ANGLE_output_annotated.fragColor = ANGLE_output_global.fragColor;
return ANGLE_output_annotated;
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}
TEST_F(WGSLOutputTest, BasicSamplers)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
struct SamplerStruct {
sampler2D samp1;
};
uniform SamplerStruct sampStruct;
uniform sampler2D samp2;
out vec4 fragColor;
void main() {
fragColor = texture(samp2, vec2(0.0, 0.0));
fragColor += texture(sampStruct.samp1, vec2(0.0, 0.0));
}
)";
const std::string &outputString =
R"(struct ANGLE_Output_Global {
fragColor : vec4<f32>,
};
var<private> ANGLE_output_global : ANGLE_Output_Global;
struct ANGLE_Output_Annotated {
@location(@@@@@@) fragColor : vec4<f32>,
};
@group(1) @binding(@@@@@@) var ANGLE_sampler_samp2 : texture2d<f32>;
@group(1) @binding(@@@@@@) var ANGLE_texture_samp2 : texture2d<f32>;
@group(1) @binding(@@@@@@) var ANGLE_sampler_sampStruct_samp1 : texture2d<f32>;
@group(1) @binding(@@@@@@) var ANGLE_texture_sampStruct_samp1 : texture2d<f32>;
;
;
;
fn _umain()
{
(ANGLE_output_global.fragColor) = (TODO_Operator(_usamp2, vec2<f32>(0.0f, 0.0f)));
(ANGLE_output_global.fragColor) += (TODO_Operator(sampStruct_samp1, vec2<f32>(0.0f, 0.0f)));
}
@fragment
fn wgslMain() -> ANGLE_Output_Annotated
{
_umain();
var ANGLE_output_annotated : ANGLE_Output_Annotated;
ANGLE_output_annotated.fragColor = ANGLE_output_global.fragColor;
return ANGLE_output_annotated;
}
)";
compile(shaderString);
EXPECT_TRUE(foundInCode(outputString.c_str()));
}