dawn-cmake/test/benchmark/particles.wgsl.expected.hlsl

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static float2 rand_seed = float2(0.0f, 0.0f);
float rand() {
rand_seed.x = frac((cos(dot(rand_seed, float2(23.140779495f, 232.616897583f))) * 136.816802979f));
rand_seed.y = frac((cos(dot(rand_seed, float2(54.478565216f, 345.841522217f))) * 534.764526367f));
return rand_seed.y;
}
cbuffer cbuffer_render_params : register(b0, space0) {
uint4 render_params[6];
};
struct VertexInput {
float3 position;
float4 color;
float2 quad_pos;
};
struct VertexOutput {
float4 position;
float4 color;
float2 quad_pos;
};
struct tint_symbol_5 {
float3 position : TEXCOORD0;
float4 color : TEXCOORD1;
float2 quad_pos : TEXCOORD2;
};
struct tint_symbol_6 {
float4 color : TEXCOORD0;
float2 quad_pos : TEXCOORD1;
float4 position : SV_Position;
};
float4x4 tint_symbol_17(uint4 buffer[6], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
const uint scalar_offset_3 = ((offset + 48u)) / 4;
return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4]));
}
VertexOutput vs_main_inner(VertexInput tint_symbol) {
float3 quad_pos = mul(tint_symbol.quad_pos, float2x3(asfloat(render_params[4].xyz), asfloat(render_params[5].xyz)));
float3 position = (tint_symbol.position + (quad_pos * 0.01f));
VertexOutput tint_symbol_1 = (VertexOutput)0;
tint_symbol_1.position = mul(float4(position, 1.0f), tint_symbol_17(render_params, 0u));
tint_symbol_1.color = tint_symbol.color;
tint_symbol_1.quad_pos = tint_symbol.quad_pos;
return tint_symbol_1;
}
tint_symbol_6 vs_main(tint_symbol_5 tint_symbol_4) {
const VertexInput tint_symbol_32 = {tint_symbol_4.position, tint_symbol_4.color, tint_symbol_4.quad_pos};
const VertexOutput inner_result = vs_main_inner(tint_symbol_32);
tint_symbol_6 wrapper_result = (tint_symbol_6)0;
wrapper_result.position = inner_result.position;
wrapper_result.color = inner_result.color;
wrapper_result.quad_pos = inner_result.quad_pos;
return wrapper_result;
}
struct tint_symbol_8 {
float4 color : TEXCOORD0;
float2 quad_pos : TEXCOORD1;
float4 position : SV_Position;
};
struct tint_symbol_9 {
float4 value : SV_Target0;
};
float4 fs_main_inner(VertexOutput tint_symbol) {
float4 color = tint_symbol.color;
color.a = (color.a * max((1.0f - length(tint_symbol.quad_pos)), 0.0f));
return color;
}
tint_symbol_9 fs_main(tint_symbol_8 tint_symbol_7) {
const VertexOutput tint_symbol_33 = {tint_symbol_7.position, tint_symbol_7.color, tint_symbol_7.quad_pos};
const float4 inner_result_1 = fs_main_inner(tint_symbol_33);
tint_symbol_9 wrapper_result_1 = (tint_symbol_9)0;
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
struct Particle {
float3 position;
float lifetime;
float4 color;
float3 velocity;
};
cbuffer cbuffer_sim_params : register(b0, space0) {
uint4 sim_params[2];
};
RWByteAddressBuffer data : register(u1, space0);
Texture2D<float4> tint_symbol_2 : register(t2, space0);
struct tint_symbol_11 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
Particle tint_symbol_20(RWByteAddressBuffer buffer, uint offset) {
const Particle tint_symbol_34 = {asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load((offset + 12u))), asfloat(buffer.Load4((offset + 16u))), asfloat(buffer.Load3((offset + 32u)))};
return tint_symbol_34;
}
void tint_symbol_25(RWByteAddressBuffer buffer, uint offset, Particle value) {
buffer.Store3((offset + 0u), asuint(value.position));
buffer.Store((offset + 12u), asuint(value.lifetime));
buffer.Store4((offset + 16u), asuint(value.color));
buffer.Store3((offset + 32u), asuint(value.velocity));
}
void simulate_inner(uint3 GlobalInvocationID) {
rand_seed = ((asfloat(sim_params[1]).xy + float2(GlobalInvocationID.xy)) * asfloat(sim_params[1]).zw);
const uint idx = GlobalInvocationID.x;
Particle particle = tint_symbol_20(data, (48u * idx));
particle.velocity.z = (particle.velocity.z - (asfloat(sim_params[0].x) * 0.5f));
particle.position = (particle.position + (asfloat(sim_params[0].x) * particle.velocity));
particle.lifetime = (particle.lifetime - asfloat(sim_params[0].x));
particle.color.a = smoothstep(0.0f, 0.5f, particle.lifetime);
if ((particle.lifetime < 0.0f)) {
int2 coord = int2(0, 0);
{
int3 tint_tmp;
tint_symbol_2.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z);
int level = (tint_tmp.z - 1);
[loop] for(; (level > 0); level = (level - 1)) {
const float4 probabilites = tint_symbol_2.Load(int3(coord, level));
const float4 value = float4((rand()).xxxx);
const bool4 mask = ((value >= float4(0.0f, probabilites.xyz)) & (value < probabilites));
coord = (coord * 2);
coord.x = (coord.x + (any(mask.yw) ? 1 : 0));
coord.y = (coord.y + (any(mask.zw) ? 1 : 0));
}
}
int2 tint_tmp_1;
tint_symbol_2.GetDimensions(tint_tmp_1.x, tint_tmp_1.y);
const float2 uv = (float2(coord) / float2(tint_tmp_1));
particle.position = float3((((uv - 0.5f) * 3.0f) * float2(1.0f, -1.0f)), 0.0f);
particle.color = tint_symbol_2.Load(int3(coord, 0));
particle.velocity.x = ((rand() - 0.5f) * 0.100000001f);
particle.velocity.y = ((rand() - 0.5f) * 0.100000001f);
particle.velocity.z = (rand() * 0.300000012f);
particle.lifetime = (0.5f + (rand() * 2.0f));
}
tint_symbol_25(data, (48u * idx), particle);
}
[numthreads(64, 1, 1)]
void simulate(tint_symbol_11 tint_symbol_10) {
simulate_inner(tint_symbol_10.GlobalInvocationID);
return;
}
cbuffer cbuffer_ubo : register(b3, space0) {
uint4 ubo[1];
};
ByteAddressBuffer buf_in : register(t4, space0);
RWByteAddressBuffer buf_out : register(u5, space0);
Texture2D<float4> tex_in : register(t6, space0);
RWTexture2D<float4> tex_out : register(u7, space0);
struct tint_symbol_13 {
uint3 coord : SV_DispatchThreadID;
};
void import_level_inner(uint3 coord) {
const uint offset = (coord.x + (coord.y * ubo[0].x));
buf_out.Store((4u * offset), asuint(tex_in.Load(int3(int2(coord.xy), 0)).w));
}
[numthreads(64, 1, 1)]
void import_level(tint_symbol_13 tint_symbol_12) {
import_level_inner(tint_symbol_12.coord);
return;
}
struct tint_symbol_15 {
uint3 coord : SV_DispatchThreadID;
};
void export_level_inner(uint3 coord) {
int2 tint_tmp_2;
tex_out.GetDimensions(tint_tmp_2.x, tint_tmp_2.y);
if (all((coord.xy < uint2(tint_tmp_2)))) {
const uint dst_offset = (coord.x + (coord.y * ubo[0].x));
const uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo[0].x));
const float a_1 = asfloat(buf_in.Load((4u * (src_offset + 0u))));
const float b = asfloat(buf_in.Load((4u * (src_offset + 1u))));
const float c = asfloat(buf_in.Load((4u * ((src_offset + 0u) + ubo[0].x))));
const float d = asfloat(buf_in.Load((4u * ((src_offset + 1u) + ubo[0].x))));
const float sum = dot(float4(a_1, b, c, d), float4((1.0f).xxxx));
buf_out.Store((4u * dst_offset), asuint((sum / 4.0f)));
const float4 probabilities = (float4(a_1, (a_1 + b), ((a_1 + b) + c), sum) / max(sum, 0.0001f));
tex_out[int2(coord.xy)] = probabilities;
}
}
[numthreads(64, 1, 1)]
void export_level(tint_symbol_15 tint_symbol_14) {
export_level_inner(tint_symbol_14.coord);
return;
}