WebKit Bugzilla
Attachment 371046 Details for
Bug 198198
: [WHLSL] Make sure we properly emit code for "&*x"
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[patch]
patch
c-backup.diff (text/plain), 10.62 KB, created by
Saam Barati
on 2019-05-31 01:56:40 PDT
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Description:
patch
Filename:
MIME Type:
Creator:
Saam Barati
Created:
2019-05-31 01:56:40 PDT
Size:
10.62 KB
patch
obsolete
>Index: Source/WebCore/ChangeLog >=================================================================== >--- Source/WebCore/ChangeLog (revision 245957) >+++ Source/WebCore/ChangeLog (working copy) >@@ -1,3 +1,26 @@ >+2019-05-31 Saam Barati <sbarati@apple.com> >+ >+ [WHLSL] Make sure we properly emit code for "&*x" >+ https://bugs.webkit.org/show_bug.cgi?id=198198 >+ >+ Reviewed by NOBODY (OOPS!). >+ >+ I ran into this when trying to test zero-filling code, so let's just fix it. >+ The issue is that the property resolver ends up emitting code that looks like >+ "&*x". The semantics of this are such that it should result in just x. >+ However, we emitted Metal code in such a way where we'd end up with a pointer >+ to a temporary value. To fix this, DereferenceExpression will emit code that results >+ in a reference type. Then, MakePointerExpression will correctly return the >+ pointer backing that reference type. >+ >+ Because of this, we also no longer need to pattern match the lhs of assignment >+ expressions since we will now be assigning to a reference type. >+ >+ Test: webgpu/whlsl-store-to-property-updates-properly.html >+ >+ * Modules/webgpu/WHLSL/Metal/WHLSLFunctionWriter.cpp: >+ (WebCore::WHLSL::Metal::FunctionDefinitionWriter::visit): >+ > 2019-05-30 Zan Dobersek <zdobersek@igalia.com> > > Unreviewed. Suppress -Wunused-variable warnings for the unused static >Index: Source/WebCore/Modules/webgpu/WHLSL/Metal/WHLSLFunctionWriter.cpp >=================================================================== >--- Source/WebCore/Modules/webgpu/WHLSL/Metal/WHLSLFunctionWriter.cpp (revision 245957) >+++ Source/WebCore/Modules/webgpu/WHLSL/Metal/WHLSLFunctionWriter.cpp (working copy) >@@ -457,15 +457,6 @@ void FunctionDefinitionWriter::visit(AST > > void FunctionDefinitionWriter::visit(AST::AssignmentExpression& assignmentExpression) > { >- if (is<AST::DereferenceExpression>(assignmentExpression.left())) { >- checkErrorAndVisit(downcast<AST::DereferenceExpression>(assignmentExpression.left()).pointer()); >- auto leftName = m_stack.takeLast(); >- checkErrorAndVisit(assignmentExpression.right()); >- auto rightName = m_stack.takeLast(); >- m_stringBuilder.append(makeString('*', leftName, " = ", rightName, ";\n")); >- m_stack.append(rightName); >- return; >- } > checkErrorAndVisit(assignmentExpression.left()); > auto leftName = m_stack.takeLast(); > checkErrorAndVisit(assignmentExpression.right()); >@@ -510,7 +501,7 @@ void FunctionDefinitionWriter::visit(AST > checkErrorAndVisit(dereferenceExpression.pointer()); > auto right = m_stack.takeLast(); > auto variableName = generateNextVariableName(); >- m_stringBuilder.append(makeString(m_typeNamer.mangledNameForType(dereferenceExpression.resolvedType()), ' ', variableName, " = *", right, ";\n")); >+ m_stringBuilder.append(makeString(AST::toString(*dereferenceExpression.typeAnnotation().leftAddressSpace()), ' ', m_typeNamer.mangledNameForType(dereferenceExpression.resolvedType()), "& ", variableName, " = *", right, ";\n")); > m_stack.append(variableName); > } > >Index: LayoutTests/ChangeLog >=================================================================== >--- LayoutTests/ChangeLog (revision 245957) >+++ LayoutTests/ChangeLog (working copy) >@@ -1,3 +1,13 @@ >+2019-05-31 Saam Barati <sbarati@apple.com> >+ >+ [WHLSL] Make sure we properly emit code for "&*x" >+ https://bugs.webkit.org/show_bug.cgi?id=198198 >+ >+ Reviewed by NOBODY (OOPS!). >+ >+ * webgpu/whlsl-store-to-property-updates-properly-expected.html: Added. >+ * webgpu/whlsl-store-to-property-updates-properly.html: Added. >+ > 2019-05-30 Ryosuke Niwa <rniwa@webkit.org> > > iOS: Main frame should be scrollable when pinch zoomed or software keyboard is up >Index: LayoutTests/webgpu/whlsl-store-to-property-updates-properly-expected.html >=================================================================== >--- LayoutTests/webgpu/whlsl-store-to-property-updates-properly-expected.html (nonexistent) >+++ LayoutTests/webgpu/whlsl-store-to-property-updates-properly-expected.html (working copy) >@@ -0,0 +1,19 @@ >+<!DOCTYPE html> >+<html> >+<head> >+</head> >+<body> >+<canvas id="canvas" width="400" height="400"></canvas> >+<script> >+async function start() { >+ const canvas = document.getElementById("canvas"); >+ const context = canvas.getContext("2d"); >+ context.fillStyle = "blue"; >+ context.fillRect(0, 0, 400, 400); >+ context.fillStyle = "white"; >+ context.fillRect(100, 100, 200, 200); >+} >+window.addEventListener("load", start); >+</script> >+</body> >+</html> >Index: LayoutTests/webgpu/whlsl-store-to-property-updates-properly.html >=================================================================== >--- LayoutTests/webgpu/whlsl-store-to-property-updates-properly.html (nonexistent) >+++ LayoutTests/webgpu/whlsl-store-to-property-updates-properly.html (working copy) >@@ -0,0 +1,146 @@ >+<!DOCTYPE html> >+<html> >+<head> >+</head> >+<body> >+<canvas id="canvas" width="400" height="400"></canvas> >+<script> >+const shaderSource = ` >+struct VertexOut { >+ float4 position : SV_Position; >+ float shade : attribute(0); >+} >+ >+struct Bar { >+ int x; >+ float y; >+ int z; >+} >+ >+struct Foo { >+ Bar bar; >+ Bar bar2; >+} >+ >+thread Foo* ptr() { >+ Foo local; >+ return &local; >+} >+ >+vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) { >+ VertexOut result; >+ >+ thread Foo* p = ptr(); >+ p->bar2.y = 1.0; >+ float value = p->bar2.y; >+ >+ result.position = position; >+ result.shade = value; >+ >+ return result; >+} >+ >+fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 { >+ return float4(shade, shade, shade, 1.0); >+} >+`; >+async function start() { >+ const adapter = await navigator.gpu.requestAdapter(); >+ const device = await adapter.requestDevice(); >+ >+ const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true}); >+ const vertexStage = {module: shaderModule, entryPoint: "vertexShader"}; >+ const fragmentStage = {module: shaderModule, entryPoint: "fragmentShader"}; >+ const primitiveTopology = "triangle-strip"; >+ const rasterizationState = {frontFace: "cw", cullMode: "none"}; >+ const alphaBlend = {}; >+ const colorBlend = {}; >+ const colorStates = [{format: "rgba8unorm", alphaBlend, colorBlend, writeMask: 15}]; // GPUColorWriteBits.ALL >+ const depthStencilState = null; >+ >+ const attribute0 = {shaderLocation: 0, format: "float4", offset: 0}; >+ const attribute1 = {shaderLocation: 1, format: "float", offset: 16}; >+ const attributes = [attribute0, attribute1]; >+ const input0 = {stride: 20, attributeSet: attributes}; >+ const inputs = [input0]; >+ const vertexInput = {vertexBuffers: inputs}; >+ >+ const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "uniform-buffer"}]}; >+ const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor); >+ const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]}; >+ const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor); >+ >+ const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, vertexInput, sampleCount: 1, layout: pipelineLayout}; >+ const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor); >+ >+ const vertexBuffer0Descriptor = {size: Float32Array.BYTES_PER_ELEMENT * 5 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE}; >+ const vertexBuffer0 = device.createBuffer(vertexBuffer0Descriptor); >+ const vertexBuffer0ArrayBuffer = await vertexBuffer0.mapWriteAsync(); >+ const vertexBuffer0Float32Array = new Float32Array(vertexBuffer0ArrayBuffer); >+ vertexBuffer0Float32Array[0] = -0.5; >+ vertexBuffer0Float32Array[1] = -0.5; >+ vertexBuffer0Float32Array[2] = 1.0; >+ vertexBuffer0Float32Array[3] = 1.0; >+ vertexBuffer0Float32Array[4] = 1.0; >+ >+ vertexBuffer0Float32Array[5] = -0.5; >+ vertexBuffer0Float32Array[6] = 0.5; >+ vertexBuffer0Float32Array[7] = 1.0; >+ vertexBuffer0Float32Array[8] = 1.0; >+ vertexBuffer0Float32Array[9] = 1.0; >+ >+ vertexBuffer0Float32Array[10] = 0.5; >+ vertexBuffer0Float32Array[11] = -0.5; >+ vertexBuffer0Float32Array[12] = 1.0; >+ vertexBuffer0Float32Array[13] = 1.0; >+ vertexBuffer0Float32Array[14] = 1.0; >+ >+ vertexBuffer0Float32Array[15] = 0.5; >+ vertexBuffer0Float32Array[16] = 0.5; >+ vertexBuffer0Float32Array[17] = 1.0; >+ vertexBuffer0Float32Array[18] = 1.0; >+ vertexBuffer0Float32Array[19] = 1.0; >+ vertexBuffer0.unmap(); >+ >+ const resourceBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.MAP_WRITE}; >+ const resourceBuffer = device.createBuffer(resourceBufferDescriptor); >+ const resourceBufferArrayBuffer = await resourceBuffer.mapWriteAsync(); >+ const resourceBufferFloat32Array = new Float32Array(resourceBufferArrayBuffer); >+ resourceBufferFloat32Array[0] = 1; >+ resourceBuffer.unmap(); >+ >+ const bufferBinding = {buffer: resourceBuffer, size: 4}; >+ const bindGroupBinding = {binding: 0, resource: bufferBinding}; >+ const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]}; >+ const bindGroup = device.createBindGroup(bindGroupDescriptor); >+ >+ const canvas = document.getElementById("canvas"); >+ const context = canvas.getContext("gpu"); >+ const swapChainDescriptor = {device, format: "bgra8unorm"}; >+ const swapChain = context.configureSwapChain(swapChainDescriptor); >+ const outputTexture = swapChain.getCurrentTexture(); >+ const outputTextureView = outputTexture.createDefaultView(); >+ >+ const commandEncoder = device.createCommandEncoder(); // {} >+ const red = {r: 0, g: 0, b: 1, a: 1}; >+ const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}]; >+ const depthStencilAttachment = null; >+ const renderPassDescriptor = {colorAttachments, depthStencilAttachment}; >+ const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); >+ renderPassEncoder.setPipeline(renderPipeline); >+ renderPassEncoder.setBindGroup(0, bindGroup); >+ renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]); >+ renderPassEncoder.draw(4, 1, 0, 0); >+ renderPassEncoder.endPass(); >+ const commandBuffer = commandEncoder.finish(); >+ device.getQueue().submit([commandBuffer]); >+ >+ if (window.testRunner) >+ testRunner.notifyDone(); >+} >+if (window.testRunner) >+ testRunner.waitUntilDone(); >+window.addEventListener("load", start); >+</script> >+</body> >+</html>
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bug 198198
: 371046