Add more metal keywords (#4707)

This commit is contained in:
Fredrik Fornwall
2023-11-17 17:02:36 +01:00
committed by GitHub
parent 77f6e66dc9
commit a5c93caa56
5 changed files with 225 additions and 101 deletions

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@@ -58,6 +58,7 @@ Passing an owned value `window` to `Surface` will return a `Surface<'static>`. S
#### Naga
- Introduce a new `Scalar` struct type for use in Naga's IR, and update all frontend, middle, and backend code appropriately. By @jimblandy in [#4673](https://github.com/gfx-rs/wgpu/pull/4673).
- Add more metal keywords. By @fornwall in [#4707](https://github.com/gfx-rs/wgpu/pull/4707).
### Bug Fixes

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@@ -1,114 +1,238 @@
//TODO: find a complete list
// MSLS - Metal Shading Language Specification:
// https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
//
// C++ - Standard for Programming Language C++ (N4431)
// https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4431.pdf
pub const RESERVED: &[&str] = &[
// control flow
"break",
"if",
"else",
"continue",
"goto",
"do",
"while",
"for",
"switch",
"case",
// types and values
"void",
"unsigned",
"signed",
"bool",
"char",
"int",
"uint",
"long",
"float",
"double",
"char8_t",
"wchar_t",
"true",
"false",
"nullptr",
"union",
"class",
"struct",
"enum",
// other
"main",
"using",
"decltype",
"sizeof",
"typeof",
"typedef",
"explicit",
"export",
"friend",
"namespace",
"operator",
"public",
"template",
"typename",
"typeid",
"co_await",
"co_return",
"co_yield",
"module",
"import",
"ray_data",
"vec_step",
"visible",
"as_type",
"this",
// qualifiers
"mutable",
"static",
"volatile",
"restrict",
"const",
"non-temporal",
"dereferenceable",
"invariant",
// exceptions
"throw",
"try",
"catch",
// operators
"const_cast",
"dynamic_cast",
"reinterpret_cast",
"static_cast",
"new",
"delete",
// Standard for Programming Language C++ (N4431): 2.5 Alternative tokens
"and",
"and_eq",
"bitand",
"bitor",
"or",
"xor",
"compl",
"bitand",
"and_eq",
"or_eq",
"xor_eq",
"not",
"not_eq",
"or",
"or_eq",
"xor",
"xor_eq",
"compl",
// Metal-specific
"constant",
// Standard for Programming Language C++ (N4431): 2.11 Keywords
"alignas",
"alignof",
"asm",
"auto",
"bool",
"break",
"case",
"catch",
"char",
"char16_t",
"char32_t",
"class",
"const",
"constexpr",
"const_cast",
"continue",
"decltype",
"default",
"delete",
"do",
"double",
"dynamic_cast",
"else",
"enum",
"explicit",
"export",
"extern",
"false",
"float",
"for",
"friend",
"goto",
"if",
"inline",
"int",
"long",
"mutable",
"namespace",
"new",
"noexcept",
"nullptr",
"operator",
"private",
"protected",
"public",
"register",
"reinterpret_cast",
"return",
"short",
"signed",
"sizeof",
"static",
"static_assert",
"static_cast",
"struct",
"switch",
"template",
"this",
"thread_local",
"throw",
"true",
"try",
"typedef",
"typeid",
"typename",
"union",
"unsigned",
"using",
"virtual",
"void",
"volatile",
"wchar_t",
"while",
// Metal Shading Language Specification: 1.4.4 Restrictions
"main",
// Metal Shading Language Specification: 2.1 Scalar Data Types
"int8_t",
"uchar",
"uint8_t",
"int16_t",
"ushort",
"uint16_t",
"int32_t",
"uint",
"uint32_t",
"int64_t",
"uint64_t",
"half",
"bfloat",
"size_t",
"ptrdiff_t",
// Metal Shading Language Specification: 2.2 Vector Data Types
"bool2",
"bool3",
"bool4",
"char2",
"char3",
"char4",
"short2",
"short3",
"short4",
"int2",
"int3",
"int4",
"long2",
"long3",
"long4",
"uchar2",
"uchar3",
"uchar4",
"ushort2",
"ushort3",
"ushort4",
"uint2",
"uint3",
"uint4",
"ulong2",
"ulong3",
"ulong4",
"half2",
"half3",
"half4",
"bfloat2",
"bfloat3",
"bfloat4",
"float2",
"float3",
"float4",
"vec",
// Metal Shading Language Specification: 2.2.3 Packed Vector Types
"packed_bool2",
"packed_bool3",
"packed_bool4",
"packed_char2",
"packed_char3",
"packed_char4",
"packed_short2",
"packed_short3",
"packed_short4",
"packed_int2",
"packed_int3",
"packed_int4",
"packed_uchar2",
"packed_uchar3",
"packed_uchar4",
"packed_ushort2",
"packed_ushort3",
"packed_ushort4",
"packed_uint2",
"packed_uint3",
"packed_uint4",
"packed_half2",
"packed_half3",
"packed_half4",
"packed_bfloat2",
"packed_bfloat3",
"packed_bfloat4",
"packed_float2",
"packed_float3",
"packed_float4",
"packed_long2",
"packed_long3",
"packed_long4",
"packed_vec",
// Metal Shading Language Specification: 2.3 Matrix Data Types
"half2x2",
"half2x3",
"half2x4",
"half3x2",
"half3x3",
"half3x4",
"half4x2",
"half4x3",
"half4x4",
"float2x2",
"float2x3",
"float2x4",
"float3x2",
"float3x3",
"float3x4",
"float4x2",
"float4x3",
"float4x4",
"matrix",
// Metal Shading Language Specification: 2.6 Atomic Data Types
"atomic",
"atomic_int",
"atomic_uint",
"atomic_bool",
"atomic_ulong",
"atomic_float",
// Metal Shading Language Specification: 2.20 Type Conversions and Re-interpreting Data
"as_type",
// Metal Shading Language Specification: 4 Address Spaces
"device",
"constant",
"thread",
"threadgroup",
"threadgroup_imageblock",
"kernel",
"compute",
"ray_data",
"object_data",
// Metal Shading Language Specification: 5.1 Functions
"vertex",
"fragment",
"read_only",
"write_only",
"read_write",
"auto",
// Metal reserved types
"kernel",
// Metal Shading Language Specification: 6.1 Namespace and Header Files
"metal",
// C99 / C++ extension:
"restrict",
// Metal reserved types in <metal_types>:
"llong",
"ullong",
"quad",
"complex",
"imaginary",
// Metal constants
// Constants in <metal_types>:
"CHAR_BIT",
"SCHAR_MAX",
"SCHAR_MIN",
@@ -213,7 +337,6 @@ pub const RESERVED: &[&str] = &[
"M_SQRT1_2",
// Naga utilities
"DefaultConstructible",
"clamped_lod_e",
super::writer::FREXP_FUNCTION,
super::writer::MODF_FUNCTION,
];

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@@ -3118,7 +3118,7 @@ impl<W: Write> Writer<W> {
super::keywords::RESERVED,
&[],
&[],
&[],
&[CLAMPED_LOD_LOAD_PREFIX],
&mut self.names,
);
self.struct_member_pads.clear();

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@@ -66,9 +66,9 @@ fragment fragment_Output fragment_(
}
struct compute_Input {
struct computeInput {
};
kernel void compute_(
kernel void compute(
metal::uint3 global_id [[thread_position_in_grid]]
, metal::uint3 local_id [[thread_position_in_threadgroup]]
, uint local_index [[thread_index_in_threadgroup]]

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@@ -14,7 +14,7 @@ constexpr metal::uint _map_intersection_type(const metal::raytracing::intersecti
}
struct Output {
uint visible_;
uint visible;
char _pad1[12];
metal::float3 normal;
};
@@ -72,7 +72,7 @@ kernel void main_(
}
}
RayIntersection intersection_1 = RayIntersection {_map_intersection_type(rq.intersection.type), rq.intersection.distance, rq.intersection.user_instance_id, rq.intersection.instance_id, {}, rq.intersection.geometry_id, rq.intersection.primitive_id, rq.intersection.triangle_barycentric_coord, rq.intersection.triangle_front_facing, {}, rq.intersection.object_to_world_transform, rq.intersection.world_to_object_transform};
output.visible_ = static_cast<uint>(intersection_1.kind == 0u);
output.visible = static_cast<uint>(intersection_1.kind == 0u);
metal::float3 _e25 = get_torus_normal(dir * intersection_1.t, intersection_1);
output.normal = _e25;
return;