This one grew out of hand quick. Initially it was just replacing the bit
loops with a function driving the declarations to make the code sharing
better and support different scalar kinds.
Now it includes a lot of fixes:
- `textureSize` now also returns the array layers as the last component
on the return (only for arrayed textures)
- `textureSize` now supports multisampled textures
- the `texture` family of functions now consumes a `vec3` coordinate
vector for all 1D shadow textures
- Shadow textures can use the bias version of `texture` functions
(temporarily disabled since naga doesn't support it)
- 3D textures can be used in `textureProj`
- `sampler2DArrayShadow` can't be used in `textureLod` or in `texture` with bias
- Cube textures cannot be used with offsets
Updates the tests to cover all functions
The _buffer_sizes argument should be inserted regardless of whether or not `
`options.fake_missing_bindings` is set, so lift the computation of
`supports_array_length` out of that conditional.
The previous implementation had many issues, most importantly it didn't
allow to implement (at least in a sane way) some future features like
default qualifiers and format qualifiers.
This implementations centralizes the qualifiers into a struct with a
hashmap for layout qualifiers, error reporting is also centralized which
means that `add_global_var` and `add_local_var` no longer need to
duplicate effort and the ugly loop + match combo is gone.
Finally some minor fixes are also done as part of this rework, like
a default location being provided for input/outputs variables and layout
qualifiers being allowed to be repeated (overwriting the previous one)
like the spec defines.
* Allow vecN<i32> and vecN<u32> in `dot()`, first changes
* Added a test case
* Fix the test
* Changes to baking of expressions, incl args of integer dot product
* Implemented requested changes for glsl backend
* Added support for integer dot product on MSL backend
* Removed outdated code for hlsl and wgls writers
* Implement in spv backend
* Commit modified outputs from running the tests
* cargo fmt
* Applied requested changes for both MSL and GLSL back
* Changes to spv back
* Committed all test output changes
* Cargo fmt
* Added a comment w.r.t. VK_KHR_shader_integer_dot_product
* Implemented requested svp change
* Minor change to test case
This is because I wanted to highlight the fact that the correct
id is used in the last sum of the integer dot product expression
* Changed function signature
since it could not fail, changed it to simply return `void`
* Rewrite front/back doc summaries
- Use line comments instead of block comments
- Standardize language for each front/backend
- Add reference link for each format
- Minor punctuation changes
* Add documentation for keywords module
* Clarify contents of keywords module in summary
* Refer to modules by their type name
* Add basic summary for valid module
* Adjust EarlyDepthTest and ConservativeDepth docs
* Remove "in" from list
* Adjust wording
* Standardize format of docstrings
* Adjust module links to be consistent with other links
* Add summary for reserved keywords list
* Remove extraneous doc spaces with `cargo fmt`
* Correct spelling of whether and rewrite some lines
* Fill out GLSL backend docs
* Remove unnecessary link targets
* Fill out DOT backend docs
* Change module line comments to block comments
* Remove unnecessary spaces
* Fix mistake during rebasing
* WGSL storage address space should always correspond to MSL device address space.
See MSL spec section 4.2.
* Update baselines
* Add error for storage address space if MSL version < 2.
* Update default MSL version to 2.0.
Fixes#1642.
Since 1d textures cannot have mipmaps, MSL requires that the `level` argument to
texel accesses and dimension queries be a constexpr 0. For our purposes, just
omit the level argument altogether.
* glsl-in: Remove unneeded mutability from reference
* glsl-in: Fix composite constructors
In the recent rework of the constructors it seems that the logic for
composite types (arrays and structs) was accidentally removed by me.
* [hlsl-out] Write `mad` intrinsic for `fma` function
- This should be enough because we only support f32 for now.
- Adds a new test for WGSL functions, in the spirit of operators.wgsl.
- Closes#1579
* Add FMA feature to glsl backend
- I think this is right. Just iterate all known expressions in all
functions and entry points to locate any `fma` function call.
Should not need to walk the statement DAG.
* Transform GLSL fma function into an airthmetic expression when necessary
* Add tests for GLSL fma function tranformation
* Remove the hazard comment from the webgl test input
* Add helper method for fma function support checks
* Address review comment
* Add FindLsb / FindMsb
* Fixes and tests for FindLsb/FindMsb
* Add findLsb / findMsb as WGSL builtins
* Fix tests
* Fix incompatible type issue with MSL output
* Requested changes
* Test fewer cases of findLsb/findMsb