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https://github.com/encounter/dawn-cmake.git
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transform/shader_io: Generate a wrapper function
This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
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Tint LUCI CQ
parent
3e92e9f8ba
commit
a5d73ce965
@@ -7,23 +7,32 @@ struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) {
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const float2 a_particlePos = tint_symbol.a_particlePos;
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const float2 a_particleVel = tint_symbol.a_particleVel;
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const float2 a_pos = tint_symbol.a_pos;
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float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
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float angle = -(atan2(a_particleVel.x, a_particleVel.y));
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float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
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const tint_symbol_2 tint_symbol_9 = {float4((pos + a_particlePos), 0.0f, 1.0f)};
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return tint_symbol_9;
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return float4((pos + a_particlePos), 0.0f, 1.0f);
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}
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tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) {
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const float4 inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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struct tint_symbol_3 {
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float4 value : SV_Target0;
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};
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float4 frag_main_inner() {
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return float4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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tint_symbol_3 frag_main() {
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const tint_symbol_3 tint_symbol_10 = {float4(1.0f, 1.0f, 1.0f, 1.0f)};
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return tint_symbol_10;
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const float4 inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = (tint_symbol_3)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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cbuffer cbuffer_params : register(b0, space0) {
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@@ -36,9 +45,7 @@ struct tint_symbol_5 {
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uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
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};
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[numthreads(1, 1, 1)]
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void comp_main(tint_symbol_5 tint_symbol_4) {
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const uint3 gl_GlobalInvocationID = tint_symbol_4.gl_GlobalInvocationID;
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void comp_main_inner(uint3 gl_GlobalInvocationID) {
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uint index = gl_GlobalInvocationID.x;
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if ((index >= 5u)) {
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return;
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@@ -95,5 +102,10 @@ void comp_main(tint_symbol_5 tint_symbol_4) {
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}
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particlesB.Store2((16u * index), asuint(vPos));
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particlesB.Store2(((16u * index) + 8u), asuint(vVel));
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}
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[numthreads(1, 1, 1)]
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void comp_main(tint_symbol_5 tint_symbol_4) {
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comp_main_inner(tint_symbol_4.gl_GlobalInvocationID);
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return;
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}
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@@ -32,22 +32,31 @@ struct Particles {
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/* 0x0000 */ tint_array_wrapper particles;
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};
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vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
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float2 const a_particlePos = tint_symbol.a_particlePos;
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float2 const a_particleVel = tint_symbol.a_particleVel;
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float2 const a_pos = tint_symbol.a_pos;
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float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
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float angle = -(atan2(a_particleVel.x, a_particleVel.y));
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float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
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tint_symbol_2 const tint_symbol_5 = {.value=float4((pos + a_particlePos), 0.0f, 1.0f)};
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return tint_symbol_5;
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return float4((pos + a_particlePos), 0.0f, 1.0f);
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}
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vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
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float4 const inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
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tint_symbol_2 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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float4 frag_main_inner() {
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return float4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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fragment tint_symbol_3 frag_main() {
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tint_symbol_3 const tint_symbol_6 = {.value=float4(1.0f, 1.0f, 1.0f, 1.0f)};
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return tint_symbol_6;
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float4 const inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = {};
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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kernel void comp_main(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], constant SimParams& params [[buffer(0)]], device Particles& particlesA [[buffer(1)]], device Particles& particlesB [[buffer(2)]]) {
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void comp_main_inner(constant SimParams& params, device Particles& particlesA, device Particles& particlesB, uint3 gl_GlobalInvocationID) {
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uint index = gl_GlobalInvocationID.x;
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if ((index >= 5u)) {
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return;
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@@ -102,6 +111,10 @@ kernel void comp_main(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], c
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}
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particlesB.particles.arr[index].pos = vPos;
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particlesB.particles.arr[index].vel = vVel;
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}
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kernel void comp_main(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], constant SimParams& params [[buffer(0)]], device Particles& particlesA [[buffer(1)]], device Particles& particlesB [[buffer(2)]]) {
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comp_main_inner(params, particlesA, particlesB, gl_GlobalInvocationID);
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return;
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}
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@@ -27,13 +27,20 @@ float4x4 tint_symbol_6(uint4 buffer[4], uint offset) {
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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]));
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}
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput input = {tint_symbol.cur_position, tint_symbol.color};
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VertexOutput vtx_main_inner(VertexInput input) {
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VertexOutput output = (VertexOutput)0;
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output.Position = mul(input.cur_position, tint_symbol_6(uniforms, 0u));
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output.vtxFragColor = input.color;
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const tint_symbol_2 tint_symbol_8 = {output.vtxFragColor, output.Position};
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return tint_symbol_8;
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return output;
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}
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput tint_symbol_8 = {tint_symbol.cur_position, tint_symbol.color};
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const VertexOutput inner_result = vtx_main_inner(tint_symbol_8);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.vtxFragColor = inner_result.vtxFragColor;
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wrapper_result.Position = inner_result.Position;
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return wrapper_result;
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}
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struct tint_symbol_4 {
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@@ -43,8 +50,13 @@ struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) {
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const float4 fragColor = tint_symbol_3.fragColor;
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const tint_symbol_5 tint_symbol_9 = {fragColor};
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return tint_symbol_9;
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float4 frag_main_inner(float4 fragColor) {
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return fragColor;
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}
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tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) {
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const float4 inner_result_1 = frag_main_inner(tint_symbol_3.fragColor);
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tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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@@ -27,18 +27,30 @@ struct tint_symbol_5 {
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float4 value [[color(0)]];
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};
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vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
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VertexInput const input = {.cur_position=tint_symbol.cur_position, .color=tint_symbol.color};
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VertexOutput vtx_main_inner(constant Uniforms& uniforms, VertexInput input) {
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VertexOutput output = {};
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output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
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output.vtxFragColor = input.color;
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tint_symbol_2 const tint_symbol_6 = {.vtxFragColor=output.vtxFragColor, .Position=output.Position};
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return tint_symbol_6;
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return output;
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}
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vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
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VertexInput const tint_symbol_6 = {.cur_position=tint_symbol.cur_position, .color=tint_symbol.color};
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VertexOutput const inner_result = vtx_main_inner(uniforms, tint_symbol_6);
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tint_symbol_2 wrapper_result = {};
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wrapper_result.vtxFragColor = inner_result.vtxFragColor;
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wrapper_result.Position = inner_result.Position;
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return wrapper_result;
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}
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float4 frag_main_inner(float4 fragColor) {
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return fragColor;
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}
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fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
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float4 const fragColor = tint_symbol_3.fragColor;
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tint_symbol_5 const tint_symbol_7 = {.value=fragColor};
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return tint_symbol_7;
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float4 const inner_result_1 = frag_main_inner(tint_symbol_3.fragColor);
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tint_symbol_5 wrapper_result_1 = {};
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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@@ -5,9 +5,15 @@ struct tint_symbol {
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float4 value : SV_Target0;
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};
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tint_symbol main() {
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float4 main_inner() {
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float2 a = float2(0.0f, 0.0f);
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bar();
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const tint_symbol tint_symbol_1 = {float4(0.400000006f, 0.400000006f, 0.800000012f, 1.0f)};
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return tint_symbol_1;
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return float4(0.400000006f, 0.400000006f, 0.800000012f, 1.0f);
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}
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tint_symbol main() {
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const float4 inner_result = main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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@@ -8,10 +8,16 @@ struct tint_symbol_1 {
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void bar() {
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}
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fragment tint_symbol_1 tint_symbol() {
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float4 tint_symbol_inner() {
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float2 a = float2();
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bar();
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tint_symbol_1 const tint_symbol_2 = {.value=float4(0.400000006f, 0.400000006f, 0.800000012f, 1.0f)};
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return tint_symbol_2;
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return float4(0.400000006f, 0.400000006f, 0.800000012f, 1.0f);
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}
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fragment tint_symbol_1 tint_symbol() {
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float4 const inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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@@ -12,9 +12,15 @@ struct tint_symbol {
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float4 gl_Position : SV_Position;
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};
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tint_symbol main() {
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main_out main_inner() {
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main_1();
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const main_out tint_symbol_1 = {gl_Position};
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const tint_symbol tint_symbol_2 = {tint_symbol_1.gl_Position};
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return tint_symbol_2;
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return tint_symbol_1;
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}
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tint_symbol main() {
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const main_out inner_result = main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.gl_Position = inner_result.gl_Position;
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return wrapper_result;
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}
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@@ -8,16 +8,22 @@ struct tint_symbol_1 {
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float4 gl_Position [[position]];
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};
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void main_1(thread float4* const tint_symbol_4) {
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*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1(thread float4* const tint_symbol_3) {
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*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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return;
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}
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main_out tint_symbol_inner(thread float4* const tint_symbol_4) {
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main_1(tint_symbol_4);
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main_out const tint_symbol_2 = {.gl_Position=*(tint_symbol_4)};
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return tint_symbol_2;
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}
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vertex tint_symbol_1 tint_symbol() {
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thread float4 tint_symbol_5 = 0.0f;
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main_1(&(tint_symbol_5));
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main_out const tint_symbol_2 = {.gl_Position=tint_symbol_5};
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tint_symbol_1 const tint_symbol_3 = {.gl_Position=tint_symbol_2.gl_Position};
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return tint_symbol_3;
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main_out const inner_result = tint_symbol_inner(&(tint_symbol_5));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.gl_Position = inner_result.gl_Position;
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return wrapper_result;
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}
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@@ -5,18 +5,29 @@ struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const uint VertexIndex = tint_symbol.VertexIndex;
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float4 vtx_main_inner(uint VertexIndex) {
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float2 pos[3] = {float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)};
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const tint_symbol_2 tint_symbol_4 = {float4(pos[VertexIndex], 0.0f, 1.0f)};
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return tint_symbol_4;
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return float4(pos[VertexIndex], 0.0f, 1.0f);
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}
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const float4 inner_result = vtx_main_inner(tint_symbol.VertexIndex);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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struct tint_symbol_3 {
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float4 value : SV_Target0;
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};
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tint_symbol_3 frag_main() {
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const tint_symbol_3 tint_symbol_5 = {float4(1.0f, 0.0f, 0.0f, 1.0f)};
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return tint_symbol_5;
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float4 frag_main_inner() {
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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tint_symbol_3 frag_main() {
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const float4 inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = (tint_symbol_3)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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@@ -1,24 +1,36 @@
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#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol_1 {
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struct tint_symbol {
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float4 value [[position]];
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};
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struct tint_array_wrapper {
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float2 arr[3];
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};
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struct tint_symbol_2 {
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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vertex tint_symbol_1 vtx_main(uint VertexIndex [[vertex_id]]) {
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float4 vtx_main_inner(uint VertexIndex) {
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tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}};
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tint_symbol_1 const tint_symbol_3 = {.value=float4(pos.arr[VertexIndex], 0.0f, 1.0f)};
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return tint_symbol_3;
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return float4(pos.arr[VertexIndex], 0.0f, 1.0f);
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}
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fragment tint_symbol_2 frag_main() {
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tint_symbol_2 const tint_symbol_4 = {.value=float4(1.0f, 0.0f, 0.0f, 1.0f)};
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return tint_symbol_4;
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vertex tint_symbol vtx_main(uint VertexIndex [[vertex_id]]) {
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float4 const inner_result = vtx_main_inner(VertexIndex);
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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float4 frag_main_inner() {
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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fragment tint_symbol_1 frag_main() {
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float4 const inner_result_1 = frag_main_inner();
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tint_symbol_1 wrapper_result_1 = {};
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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