Replace Metal constant keyword with const.

"Constant" is an address space qualifier and can't be applied to a
local variable. "Const" in GLSL (and hypothetically SkSL) is meant to
apply to a constant expression regardless of address space.

Our previous test was not finding any error because the optimizer was
eliminating the constant expressions entirely.

Change-Id: I6cfe8e2a621c79945b33e0166780d81e79890a1b
Bug: skia:11304
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368517
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
This commit is contained in:
John Stiles 2021-02-09 18:29:40 -05:00 committed by Skia Commit-Bot
parent da6426141f
commit 0bd5578c31
6 changed files with 40 additions and 9 deletions

View File

@ -3,7 +3,8 @@ uniform half4 colorGreen, colorRed;
half4 main() {
const float4 a = float4(0);
const float4 b = float4(1);
if (a == b) {
const float4 c = abs(b); // still a Constant Expression, but SkSL cannot eliminate it (today)
if (a == b || b != c) {
return colorRed;
} else {
return colorGreen;

View File

@ -1559,7 +1559,7 @@ void MetalCodeGenerator::writeModifiers(const Modifiers& modifiers,
this->write("thread ");
}
if (modifiers.fFlags & Modifiers::kConst_Flag) {
this->write("constant ");
this->write("const ");
}
}

View File

@ -6,7 +6,7 @@ struct Inputs {
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
constant array<float, 4> test = array<float, 4>{1.0, 2.0, 3.0, 4.0};
const array<float, 4> test = array<float, 4>{1.0, 2.0, 3.0, 4.0};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;

View File

@ -10,6 +10,7 @@ OpMemberName %_UniformBuffer 0 "colorGreen"
OpMemberName %_UniformBuffer 1 "colorRed"
OpName %_entrypoint "_entrypoint"
OpName %main "main"
OpName %c "c"
OpDecorate %sk_FragColor RelaxedPrecision
OpDecorate %sk_FragColor Location 0
OpDecorate %sk_FragColor Index 0
@ -22,7 +23,8 @@ OpMemberDecorate %_UniformBuffer 1 RelaxedPrecision
OpDecorate %_UniformBuffer Block
OpDecorate %10 Binding 0
OpDecorate %10 DescriptorSet 0
OpDecorate %24 RelaxedPrecision
OpDecorate %36 RelaxedPrecision
OpDecorate %39 RelaxedPrecision
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
@ -36,8 +38,13 @@ OpDecorate %24 RelaxedPrecision
%void = OpTypeVoid
%15 = OpTypeFunction %void
%18 = OpTypeFunction %v4float
%_ptr_Function_v4float = OpTypePointer Function %v4float
%float_1 = OpConstant %float 1
%24 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
%v4bool = OpTypeVector %bool 4
%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%int_0 = OpConstant %int 0
%_entrypoint = OpFunction %void None %15
%16 = OpLabel
@ -47,7 +54,22 @@ OpReturn
OpFunctionEnd
%main = OpFunction %v4float None %18
%19 = OpLabel
%20 = OpAccessChain %_ptr_Uniform_v4float %10 %int_0
%24 = OpLoad %v4float %20
OpReturnValue %24
%c = OpVariable %_ptr_Function_v4float Function
%22 = OpExtInst %v4float %1 FAbs %24
OpStore %c %22
%25 = OpLoad %v4float %c
%26 = OpFOrdNotEqual %v4bool %24 %25
%28 = OpAny %bool %26
OpSelectionMerge %31 None
OpBranchConditional %28 %29 %30
%29 = OpLabel
%32 = OpAccessChain %_ptr_Uniform_v4float %10 %int_1
%36 = OpLoad %v4float %32
OpReturnValue %36
%30 = OpLabel
%37 = OpAccessChain %_ptr_Uniform_v4float %10 %int_0
%39 = OpLoad %v4float %37
OpReturnValue %39
%31 = OpLabel
OpUnreachable
OpFunctionEnd

View File

@ -3,7 +3,10 @@ out vec4 sk_FragColor;
uniform vec4 colorGreen;
uniform vec4 colorRed;
vec4 main() {
{
const vec4 c = abs(vec4(1.0));
if (vec4(1.0) != c) {
return colorRed;
} else {
return colorGreen;
}
}

View File

@ -15,8 +15,13 @@ struct Outputs {
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
{
const float4 c = abs(float4(1.0));
if (any(float4(1.0) != c)) {
_out.sk_FragColor = _uniforms.colorRed;
return _out;
} else {
_out.sk_FragColor = _uniforms.colorGreen;
return _out;
}
return _out;
}