Title: [245721] trunk
Revision
245721
Author
[email protected]
Date
2019-05-23 15:21:04 -0700 (Thu, 23 May 2019)

Log Message

[WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues
https://bugs.webkit.org/show_bug.cgi?id=198193

Reviewed by Myles Maxfield.

Source/WebCore:

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):

LayoutTests:

* webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html: Added.
* webgpu/whlsl-nested-dot-_expression_-rvalue.html: Added.

Modified Paths

Added Paths

Diff

Modified: trunk/LayoutTests/ChangeLog (245720 => 245721)


--- trunk/LayoutTests/ChangeLog	2019-05-23 22:08:10 UTC (rev 245720)
+++ trunk/LayoutTests/ChangeLog	2019-05-23 22:21:04 UTC (rev 245721)
@@ -1,3 +1,13 @@
+2019-05-23  Saam barati  <[email protected]>
+
+        [WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues
+        https://bugs.webkit.org/show_bug.cgi?id=198193
+
+        Reviewed by Myles Maxfield.
+
+        * webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html: Added.
+        * webgpu/whlsl-nested-dot-_expression_-rvalue.html: Added.
+
 2019-05-23  Shawn Roberts  <[email protected]>
 
         http/tests/resourceLoadStatistics/prune-statistics.html is a flaky failure

Added: trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html (0 => 245721)


--- trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html	                        (rev 0)
+++ trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue-expected.html	2019-05-23 22:21:04 UTC (rev 245721)
@@ -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>

Added: trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html (0 => 245721)


--- trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html	                        (rev 0)
+++ trunk/LayoutTests/webgpu/whlsl-nested-dot-_expression_-rvalue.html	2019-05-23 22:21:04 UTC (rev 245721)
@@ -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;
+}
+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>

Modified: trunk/Source/WebCore/ChangeLog (245720 => 245721)


--- trunk/Source/WebCore/ChangeLog	2019-05-23 22:08:10 UTC (rev 245720)
+++ trunk/Source/WebCore/ChangeLog	2019-05-23 22:21:04 UTC (rev 245721)
@@ -1,3 +1,18 @@
+2019-05-23  Saam barati  <[email protected]>
+
+        [WHLSL] Property resolver needs to recurse to handle the base when simplifying rvalues
+        https://bugs.webkit.org/show_bug.cgi?id=198193
+
+        Reviewed by Myles Maxfield.
+
+        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):
+
 2019-05-22  Stephanie Lewis  <[email protected]>
 
         release builds of webkit cannot be used to generate a dyld shared cache

Modified: trunk/Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp (245720 => 245721)


--- trunk/Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp	2019-05-23 22:08:10 UTC (rev 245720)
+++ trunk/Source/WebCore/Modules/webgpu/WHLSL/WHLSLPropertyResolver.cpp	2019-05-23 22:21:04 UTC (rev 245721)
@@ -589,6 +589,8 @@
 {
     Lexer::Token origin = dotExpression.origin();
 
+    checkErrorAndVisit(dotExpression.base());
+
     if (auto* anderFunction = dotExpression.anderFunction()) {
         auto& base = dotExpression.base();
         if (auto leftAddressSpace = base.typeAnnotation().leftAddressSpace()) {
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