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writer/hlsl: Fix continuing block emission
Inline the `continuing` block in the places where `continue` is called. Simplifies the emission, and fixes emission of `let` statements in the loop. Also fix random indenting of intrinsic functions. Fixed: tint:744 Fixed: tint:818 Change-Id: I06994dbc724bc646e0435a1035b00760eaf5f5ab Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/51784 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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Tint LUCI CQ
parent
0c978e9bbb
commit
ada560b289
@@ -31,8 +31,8 @@ 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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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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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_8 = {float4((pos + a_particlePos), 0.0f, 1.0f)};
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return tint_symbol_8;
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}
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@@ -60,33 +60,31 @@ void comp_main(tint_symbol_5 tint_symbol_4) {
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float2 vel = float2(0.0f, 0.0f);
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{
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uint i = 0u;
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{
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bool tint_hlsl_is_first_1 = true;
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for(;;) {
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if (!tint_hlsl_is_first_1) {
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while (true) {
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if (!((i < 5u))) {
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break;
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}
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if ((i == index)) {
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{
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i = (i + 1u);
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}
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tint_hlsl_is_first_1 = false;
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if (!((i < 5u))) {
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break;
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}
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if ((i == index)) {
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continue;
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}
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pos = asfloat(particlesA.Load2((16u * i))).xy;
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vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy;
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if (( distance(pos, vPos) < params.rule1Distance)) {
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cMass = (cMass + pos);
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cMassCount = (cMassCount + 1);
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}
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if (( distance(pos, vPos) < params.rule2Distance)) {
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colVel = (colVel - (pos - vPos));
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}
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if (( distance(pos, vPos) < params.rule3Distance)) {
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cVel = (cVel + vel);
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cVelCount = (cVelCount + 1);
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}
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continue;
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}
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pos = asfloat(particlesA.Load2((16u * i))).xy;
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vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy;
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if ((distance(pos, vPos) < params.rule1Distance)) {
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cMass = (cMass + pos);
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cMassCount = (cMassCount + 1);
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}
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if ((distance(pos, vPos) < params.rule2Distance)) {
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colVel = (colVel - (pos - vPos));
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}
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if ((distance(pos, vPos) < params.rule3Distance)) {
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cVel = (cVel + vel);
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cVelCount = (cVelCount + 1);
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}
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{
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i = (i + 1u);
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}
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}
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}
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@@ -97,7 +95,7 @@ void comp_main(tint_symbol_5 tint_symbol_4) {
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cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
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}
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vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
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vVel = ( normalize(vVel) * clamp( length(vVel), 0.0f, 0.100000001f));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
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vPos = (vPos + (vVel * params.deltaT));
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if ((vPos.x < -1.0f)) {
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vPos.x = 1.0f;
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