WebKit Bugzilla
Attachment 370518 Details for
Bug 198193
: [WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues
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[patch]
patch
b-backup.diff (text/plain), 9.00 KB, created by
Saam Barati
on 2019-05-23 13:28:53 PDT
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Description:
patch
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Creator:
Saam Barati
Created:
2019-05-23 13:28:53 PDT
Size:
9.00 KB
patch
obsolete
>Index: Source/WebCore/ChangeLog >=================================================================== >--- Source/WebCore/ChangeLog (revision 245708) >+++ Source/WebCore/ChangeLog (working copy) >@@ -1,3 +1,18 @@ >+2019-05-23 Saam barati <sbarati@apple.com> >+ >+ [WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues >+ https://bugs.webkit.org/show_bug.cgi?id=198193 >+ >+ Reviewed by NOBODY (OOPS!). >+ >+ We were only transforming the top most node in the AST. So things like >+ 'x = foo.bar' would work, but 'x = foo.bar.baz' would not. >+ >+ Test: webgpu/whlsl-nested-dot-expression-rvalue.html >+ >+ * Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp: >+ (WebCore::WHLSL::PropertyResolver::simplifyRightValue): >+ > 2019-05-23 Saam barati <sbarati@apple.com> > > [WHLSL] Add a helper for in-place AST mutation >Index: Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp >=================================================================== >--- Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp (revision 245692) >+++ Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp (working copy) >@@ -598,6 +598,8 @@ bool PropertyResolver::simplifyRightValu > { > Lexer::Token origin = dotExpression.origin(); > >+ checkErrorAndVisit(dotExpression.base()); >+ > if (auto* anderFunction = dotExpression.anderFunction()) { > auto& base = dotExpression.base(); > if (auto leftAddressSpace = base.typeAnnotation().leftAddressSpace()) { >Index: LayoutTests/ChangeLog >=================================================================== >--- LayoutTests/ChangeLog (revision 245692) >+++ LayoutTests/ChangeLog (working copy) >@@ -1,3 +1,13 @@ >+2019-05-23 Saam barati <sbarati@apple.com> >+ >+ [WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues >+ https://bugs.webkit.org/show_bug.cgi?id=198193 >+ >+ Reviewed by NOBODY (OOPS!). >+ >+ * webgpu/whlsl-nested-dot-expression-rvalue-expected.html: Added. >+ * webgpu/whlsl-nested-dot-expression-rvalue.html: Added. >+ > 2019-05-23 Simon Fraser <simon.fraser@apple.com> > > Create scrolling tree nodes for descendants of position:absolute inside stacking-context overflow >Index: LayoutTests/webgpu/whlsl-nested-dot-expression-rvalue-expected.html >=================================================================== >--- LayoutTests/webgpu/whlsl-nested-dot-expression-rvalue-expected.html (nonexistent) >+++ LayoutTests/webgpu/whlsl-nested-dot-expression-rvalue-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-nested-dot-expression-rvalue.html >=================================================================== >--- LayoutTests/webgpu/whlsl-nested-dot-expression-rvalue.html (nonexistent) >+++ LayoutTests/webgpu/whlsl-nested-dot-expression-rvalue.html (working copy) >@@ -0,0 +1,138 @@ >+<!DOCTYPE html> >+<html> >+<head> >+</head> >+<body> >+<canvas id="canvas" width="400" height="400"></canvas> >+<script> >+const shaderSource = ` >+ >+struct Bar { >+ float shade : attribute(0); >+} >+struct Foo { >+ Bar bar; >+} >+ >+struct Wrapper { >+ Foo foo; >+} >+ >+struct VertexOut { >+ float4 position : SV_Position; >+ float shade : attribute(0); >+} >+ >+vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) { >+ Wrapper wrapper; >+ wrapper.foo.bar.shade = shade; >+ VertexOut result; >+ result.position = position; >+ result.shade = wrapper.foo.bar.shade; >+ 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, inputSlot: 0, format: "float4", offset: 0}; >+ const attribute1 = {shaderLocation: 1, inputSlot: 0, format: "float", offset: 16}; >+ const attributes = [attribute0, attribute1]; >+ const input0 = {inputSlot: 0, stride: 20 }; >+ const inputs = [input0]; >+ const inputState = {indexFormat: "uint32", attributes, 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, inputState, 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 198193
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370518
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370520
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370521