When it was introduced it was supposed to allow for fast compiles by
skipping glsl specific validation, but as it turns the subset of glsl that's
compilable code is already pretty close to the subset of valid glsl code.
So the current code gated behind glsl-validate amounts to a single branch that
isn't even performance sensitive, and most of the validation is not specific to
glsl and is made by naga's validator which can be turned off, so the original
goal of fast compile times by disabling validation can still be accomplished.
Previously the wgsl frontend wasn't aware of lexical scopes causing all
variables and named expressions to share a single function scope, this
meant that if a variable was defined in a block with the same name as a
variable in the function body, the variable in the function body would
be lost and exiting the block all references to the variable in the
function body would be replaced with the variable of the block.
This commit fixes that by using the previously introduced `SymbolTable`
to track the lexical and perform the variable lookups, scopes are pushed
and popped as defined in the wgsl specification.
Adds a new type `SymbolTable` to allow sharing code between the
frontends related to variable name lookup and lexical scope management,
this way improvements in variable lookup can be shared among all
frontends.
The Vulkan decoration rules require us to distinguish vertex shader
inputs, fragment shader inputs, and everything else, so just pass the
stage to `Writer::write_varying`. Together with the SPIRV storage
class, this is sufficient to distinguish all the cases in a way that
closely follows the spec language.
Previously, if a local variable was declared with a constant value, we
would elide the store and instead give the variable an initial value (as
if it was a global variable). This caused variables to not be
re-initialized each time through a loop.
Adds parsing support for methods on the glsl frontend, while `.length` is the only method in the base extensions, there might be more in extensions.
Adds support for the `.length` method and tests for it.
Mirrors those already found for parse errors.
Also removes the `StringErrorBuffer` writer in favor of the existing `NoColor` writer (from `codespan`) and added the emit_to_string_with_path method to complete the set.
Improves the dot backend output by:
- Linking new nodes to the end of other blocks, instead of the beginning
- Generating merge nodes for conditional statements
- Generating connections from break/continue nodes to their target
- Introducing a "cfg only" mode that only generates statements
* Make some (currently hacky) changes to enable multiview in webgl
* Fix ViewIndex built in for this extension
* Run cargo fmt, fix tests
* Allow specifying if we're targetting webgl in the glsl version
* Document multiview2 extension
* fn embedded -> const fn embedded
* Fix tests
* Fix benches
* Add snapshot tests
* Revamp so that the glsl options have some multiview options. Also add tests
* Make clippy happier
* Go back to having is_webgl be part of Version
* Use wgsl as input for tests
* Rename Version::new_embedded to Version::new_gles, fix glsl validation
* Run cargo fmt
* Fix brand new clippy warnings
Since spirv's SMod doesn't map to naga's IR modulo operator the
instruction is mapped into it's direct formula, this formula requires
some casts from int to float and back.
These casts were present but their `convert` field was left to `None`
which implied that they were bitcasts, causing some wildly incorrect
results.
This commit fixes it by setting the `convert` field to the same size as
the result type.
* [hlsl-out] fix matCx2 as global uniform
* [hlsl-out] update comments
* [hlsl-out] fix `row_major` not being written on global arrays of matrices and also write it on nested arrays of matrices
* [hlsl-out] fix matCx2's nested inside global arrays
* [hlsl-out] fix struct members of type array<matCx2>
* [hlsl-out] test mat2x4 to make sure our matCx2 code behaves properly
Require at least version 0.7.1 of ron, this version changed how floating points are
serialized by forcing them to always have the decimal part, this makes it backwards
incompatible with our tests because we do a syntatic diff and not a semantic one.
Some functions like abs only accept signed integers while naga's IR
accepts both signed and unsigned integers, this wasn't accounted for in
the glsl backend causing it to produce code that wouldn't type check.
This commit addresses it by performing casts from uint to int of the
function argument and then back from int to uint for the function
return.
GLSL allows the last case of a switch statement to not have a `break`
statement causing it to be marked as fall-trough, naga's IR on the other
hand doesn't allow the last case to be fall-trough, this is fixed by
force marking it in the glsl frontend as not fall-trough.
GLSL also allows empty switch statements and without default cases,
naga's IR requires there be a default case, this is fixed by adding an
empty default case in the glsl frontend if no default case was present
in the switch statement.
Glsl defines two overloads for smoothstep that accept `min` and `max` as
scalars and the value as a vector, naga's IR is stricter and only allows
operators with the same dimensions, so this inputs must be splatted.
The conversion from sampled images to depth changed the `argument` type
but didn't change the `parameter` type (`argument` without pointer
indirection) causing 2+ deep propagation of depth images with function
arguments to fail.