benchmarks: Add a basic set of benchmarks

Add google benchmark to the DEPs.

Implement a basic set of benchmarks for each of the writers and the WGSL parser.

Add build rules for CMake. GN build rules TODO.

Add a simple go tool (ported from Marl) to diff two benchmarks. Less
noisy than the one provided by google benchmark.

Bug: tint:1378
Change-Id: I73cf92c5d9fd2d3bfac8f264864fd774afbd5d01
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/76840
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Commit-Queue: Ben Clayton <bclayton@chromium.org>
This commit is contained in:
Ben Clayton
2022-01-18 18:58:16 +00:00
committed by Tint LUCI CQ
parent dcb24cea41
commit be2362b18c
44 changed files with 2655 additions and 64 deletions

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[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}

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#include <metal_stdlib>
using namespace metal;

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; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 5
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint GLCompute %unused_entry_point "unused_entry_point"
OpExecutionMode %unused_entry_point LocalSize 1 1 1
OpName %unused_entry_point "unused_entry_point"
%void = OpTypeVoid
%1 = OpTypeFunction %void
%unused_entry_point = OpFunction %void None %1
%4 = OpLabel
OpReturn
OpFunctionEnd

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////////////////////////////////////////////////////////////////////////////////
// Utilities
////////////////////////////////////////////////////////////////////////////////
var<private> rand_seed : vec2<f32>;
fn rand() -> f32 {
rand_seed.x = fract(cos(dot(rand_seed, vec2<f32>(23.14077926, 232.61690225))) * 136.8168);
rand_seed.y = fract(cos(dot(rand_seed, vec2<f32>(54.47856553, 345.84153136))) * 534.7645);
return rand_seed.y;
}
////////////////////////////////////////////////////////////////////////////////
// Vertex shader
////////////////////////////////////////////////////////////////////////////////
struct RenderParams {
modelViewProjectionMatrix : mat4x4<f32>;
right : vec3<f32>;
up : vec3<f32>;
};
[[binding(0), group(0)]] var<uniform> render_params : RenderParams;
struct VertexInput {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
[[location(2)]] quad_pos : vec2<f32>; // -1..+1
};
struct VertexOutput {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] color : vec4<f32>;
[[location(1)]] quad_pos : vec2<f32>; // -1..+1
};
[[stage(vertex)]]
fn vs_main(in : VertexInput) -> VertexOutput {
var quad_pos = mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos;
var position = in.position + quad_pos * 0.01;
var out : VertexOutput;
out.position = render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0);
out.color = in.color;
out.quad_pos = in.quad_pos;
return out;
}
////////////////////////////////////////////////////////////////////////////////
// Fragment shader
////////////////////////////////////////////////////////////////////////////////
[[stage(fragment)]]
fn fs_main(in : VertexOutput) -> [[location(0)]] vec4<f32> {
var color = in.color;
// Apply a circular particle alpha mask
color.a = color.a * max(1.0 - length(in.quad_pos), 0.0);
return color;
}
////////////////////////////////////////////////////////////////////////////////
// Simulation Compute shader
////////////////////////////////////////////////////////////////////////////////
struct SimulationParams {
deltaTime : f32;
seed : vec4<f32>;
};
struct Particle {
position : vec3<f32>;
lifetime : f32;
color : vec4<f32>;
velocity : vec3<f32>;
};
struct Particles {
particles : array<Particle>;
};
[[binding(0), group(0)]] var<uniform> sim_params : SimulationParams;
[[binding(1), group(0)]] var<storage, read_write> data : Particles;
[[binding(2), group(0)]] var texture : texture_2d<f32>;
[[stage(compute), workgroup_size(64)]]
fn simulate([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
rand_seed = (sim_params.seed.xy + vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw;
let idx = GlobalInvocationID.x;
var particle = data.particles[idx];
// Apply gravity
particle.velocity.z = particle.velocity.z - sim_params.deltaTime * 0.5;
// Basic velocity integration
particle.position = particle.position + sim_params.deltaTime * particle.velocity;
// Age each particle. Fade out before vanishing.
particle.lifetime = particle.lifetime - sim_params.deltaTime;
particle.color.a = smoothStep(0.0, 0.5, particle.lifetime);
// If the lifetime has gone negative, then the particle is dead and should be
// respawned.
if (particle.lifetime < 0.0) {
// Use the probability map to find where the particle should be spawned.
// Starting with the 1x1 mip level.
var coord = vec2<i32>(0, 0);
for (var level = textureNumLevels(texture) - 1; level > 0; level = level - 1) {
// Load the probability value from the mip-level
// Generate a random number and using the probabilty values, pick the
// next texel in the next largest mip level:
//
// 0.0 probabilites.r probabilites.g probabilites.b 1.0
// | | | | |
// | TOP-LEFT | TOP-RIGHT | BOTTOM-LEFT | BOTTOM_RIGHT |
//
let probabilites = textureLoad(texture, coord, level);
let value = vec4<f32>(rand());
let mask = (value >= vec4<f32>(0.0, probabilites.xyz)) & (value < probabilites);
coord = coord * 2;
coord.x = coord.x + select(0, 1, any(mask.yw)); // x y
coord.y = coord.y + select(0, 1, any(mask.zw)); // z w
}
let uv = vec2<f32>(coord) / vec2<f32>(textureDimensions(texture));
particle.position = vec3<f32>((uv - 0.5) * 3.0 * vec2<f32>(1.0, -1.0), 0.0);
particle.color = textureLoad(texture, coord, 0);
particle.velocity.x = (rand() - 0.5) * 0.1;
particle.velocity.y = (rand() - 0.5) * 0.1;
particle.velocity.z = rand() * 0.3;
particle.lifetime = 0.5 + rand() * 2.0;
}
// Store the new particle value
data.particles[idx] = particle;
}
struct UBO {
width : u32;
};
struct Buffer {
weights : array<f32>;
};
[[binding(3), group(0)]] var<uniform> ubo : UBO;
[[binding(4), group(0)]] var<storage, read> buf_in : Buffer;
[[binding(5), group(0)]] var<storage, read_write> buf_out : Buffer;
[[binding(6), group(0)]] var tex_in : texture_2d<f32>;
[[binding(7), group(0)]] var tex_out : texture_storage_2d<rgba8unorm, write>;
////////////////////////////////////////////////////////////////////////////////
// import_level
//
// Loads the alpha channel from a texel of the source image, and writes it to
// the buf_out.weights.
////////////////////////////////////////////////////////////////////////////////
[[stage(compute), workgroup_size(64)]]
fn import_level([[builtin(global_invocation_id)]] coord : vec3<u32>) {
_ = &buf_in;
let offset = coord.x + coord.y * ubo.width;
buf_out.weights[offset] = textureLoad(tex_in, vec2<i32>(coord.xy), 0).w;
}
////////////////////////////////////////////////////////////////////////////////
// export_level
//
// Loads 4 f32 weight values from buf_in.weights, and stores summed value into
// buf_out.weights, along with the calculated 'probabilty' vec4 values into the
// mip level of tex_out. See simulate() in particle.wgsl to understand the
// probability logic.
////////////////////////////////////////////////////////////////////////////////
[[stage(compute), workgroup_size(64)]]
fn export_level([[builtin(global_invocation_id)]] coord : vec3<u32>) {
if (all(coord.xy < vec2<u32>(textureDimensions(tex_out)))) {
let dst_offset = coord.x + coord.y * ubo.width;
let src_offset = coord.x*2u + coord.y*2u * ubo.width;
let a = buf_in.weights[src_offset + 0u];
let b = buf_in.weights[src_offset + 1u];
let c = buf_in.weights[src_offset + 0u + ubo.width];
let d = buf_in.weights[src_offset + 1u + ubo.width];
let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0));
buf_out.weights[dst_offset] = sum / 4.0;
let probabilities = vec4<f32>(a, a+b, a+b+c, sum) / max(sum, 0.0001);
textureStore(tex_out, vec2<i32>(coord.xy), probabilities);
}
}

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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;
}

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#include <metal_stdlib>
using namespace metal;
template<typename T, int N, int M>
inline vec<T, M> operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
return lhs * vec<T, N>(rhs);
}
template<typename T, int N, int M>
inline vec<T, N> operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
return vec<T, M>(lhs) * rhs;
}
struct RenderParams {
/* 0x0000 */ float4x4 modelViewProjectionMatrix;
/* 0x0040 */ packed_float3 right;
/* 0x004c */ int8_t tint_pad[4];
/* 0x0050 */ packed_float3 up;
/* 0x005c */ int8_t tint_pad_1[4];
};
struct VertexInput {
float3 position;
float4 color;
float2 quad_pos;
};
struct VertexOutput {
float4 position;
float4 color;
float2 quad_pos;
};
struct tint_symbol_2 {
float3 position [[attribute(0)]];
float4 color [[attribute(1)]];
float2 quad_pos [[attribute(2)]];
};
struct tint_symbol_3 {
float4 color [[user(locn0)]];
float2 quad_pos [[user(locn1)]];
float4 position [[position]];
};
struct tint_symbol_5 {
float4 color [[user(locn0)]];
float2 quad_pos [[user(locn1)]];
};
struct tint_symbol_6 {
float4 value [[color(0)]];
};
struct SimulationParams {
/* 0x0000 */ float deltaTime;
/* 0x0004 */ int8_t tint_pad_2[12];
/* 0x0010 */ float4 seed;
};
struct Particle {
/* 0x0000 */ packed_float3 position;
/* 0x000c */ float lifetime;
/* 0x0010 */ float4 color;
/* 0x0020 */ packed_float3 velocity;
/* 0x002c */ int8_t tint_pad_3[4];
};
struct Particles {
/* 0x0000 */ Particle particles[1];
};
struct UBO {
/* 0x0000 */ uint width;
};
struct Buffer {
/* 0x0000 */ float weights[1];
};
float rand(thread float2* const tint_symbol_9) {
(*(tint_symbol_9))[0] = fract((cos(dot(*(tint_symbol_9), float2(23.140779495f, 232.616897583f))) * 136.816802979f));
(*(tint_symbol_9))[1] = fract((cos(dot(*(tint_symbol_9), float2(54.478565216f, 345.841522217f))) * 534.764526367f));
return (*(tint_symbol_9))[1];
}
VertexOutput vs_main_inner(VertexInput in, const constant RenderParams* const tint_symbol_10) {
float3 quad_pos = (float2x3((*(tint_symbol_10)).right, (*(tint_symbol_10)).up) * in.quad_pos);
float3 position = (in.position + (quad_pos * 0.01f));
VertexOutput out = {};
out.position = ((*(tint_symbol_10)).modelViewProjectionMatrix * float4(position, 1.0f));
out.color = in.color;
out.quad_pos = in.quad_pos;
return out;
}
vertex tint_symbol_3 vs_main(const constant RenderParams* tint_symbol_11 [[buffer(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
VertexInput const tint_symbol_7 = {.position=tint_symbol_1.position, .color=tint_symbol_1.color, .quad_pos=tint_symbol_1.quad_pos};
VertexOutput const inner_result = vs_main_inner(tint_symbol_7, tint_symbol_11);
tint_symbol_3 wrapper_result = {};
wrapper_result.position = inner_result.position;
wrapper_result.color = inner_result.color;
wrapper_result.quad_pos = inner_result.quad_pos;
return wrapper_result;
}
float4 fs_main_inner(VertexOutput in) {
float4 color = in.color;
color[3] = (color[3] * fmax((1.0f - length(in.quad_pos)), 0.0f));
return color;
}
fragment tint_symbol_6 fs_main(float4 position [[position]], tint_symbol_5 tint_symbol_4 [[stage_in]]) {
VertexOutput const tint_symbol_8 = {.position=position, .color=tint_symbol_4.color, .quad_pos=tint_symbol_4.quad_pos};
float4 const inner_result_1 = fs_main_inner(tint_symbol_8);
tint_symbol_6 wrapper_result_1 = {};
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
void simulate_inner(uint3 GlobalInvocationID, thread float2* const tint_symbol_12, const constant SimulationParams* const tint_symbol_13, device Particles* const tint_symbol_14, texture2d<float, access::sample> tint_symbol_15) {
*(tint_symbol_12) = ((float4((*(tint_symbol_13)).seed).xy + float2(uint3(GlobalInvocationID).xy)) * float4((*(tint_symbol_13)).seed).zw);
uint const idx = GlobalInvocationID[0];
Particle particle = (*(tint_symbol_14)).particles[idx];
particle.velocity[2] = (particle.velocity[2] - ((*(tint_symbol_13)).deltaTime * 0.5f));
particle.position = (particle.position + ((*(tint_symbol_13)).deltaTime * particle.velocity));
particle.lifetime = (particle.lifetime - (*(tint_symbol_13)).deltaTime);
particle.color[3] = smoothstep(0.0f, 0.5f, particle.lifetime);
if ((particle.lifetime < 0.0f)) {
int2 coord = int2(0, 0);
for(int level = as_type<int>((as_type<uint>(int(tint_symbol_15.get_num_mip_levels())) - as_type<uint>(1))); (level > 0); level = as_type<int>((as_type<uint>(level) - as_type<uint>(1)))) {
float4 const probabilites = tint_symbol_15.read(uint2(coord), level);
float4 const value = float4(rand(tint_symbol_12));
bool4 const mask = ((value >= float4(0.0f, float4(probabilites).xyz)) & (value < probabilites));
coord = as_type<int2>((as_type<uint2>(coord) * as_type<uint>(2)));
coord[0] = as_type<int>((as_type<uint>(coord[0]) + as_type<uint>(select(0, 1, any(bool4(mask).yw)))));
coord[1] = as_type<int>((as_type<uint>(coord[1]) + as_type<uint>(select(0, 1, any(bool4(mask).zw)))));
}
float2 const uv = (float2(coord) / float2(int2(tint_symbol_15.get_width(), tint_symbol_15.get_height())));
particle.position = float3((((uv - 0.5f) * 3.0f) * float2(1.0f, -1.0f)), 0.0f);
particle.color = tint_symbol_15.read(uint2(coord), 0);
particle.velocity[0] = ((rand(tint_symbol_12) - 0.5f) * 0.100000001f);
particle.velocity[1] = ((rand(tint_symbol_12) - 0.5f) * 0.100000001f);
particle.velocity[2] = (rand(tint_symbol_12) * 0.300000012f);
particle.lifetime = (0.5f + (rand(tint_symbol_12) * 2.0f));
}
(*(tint_symbol_14)).particles[idx] = particle;
}
kernel void simulate(const constant SimulationParams* tint_symbol_17 [[buffer(0)]], device Particles* tint_symbol_18 [[buffer(1)]], texture2d<float, access::sample> tint_symbol_19 [[texture(0)]], uint3 GlobalInvocationID [[thread_position_in_grid]]) {
thread float2 tint_symbol_16 = 0.0f;
simulate_inner(GlobalInvocationID, &(tint_symbol_16), tint_symbol_17, tint_symbol_18, tint_symbol_19);
return;
}
void import_level_inner(uint3 coord, const constant UBO* const tint_symbol_20, device Buffer* const tint_symbol_21, texture2d<float, access::sample> tint_symbol_22) {
uint const offset = (coord[0] + (coord[1] * (*(tint_symbol_20)).width));
(*(tint_symbol_21)).weights[offset] = tint_symbol_22.read(uint2(int2(uint3(coord).xy)), 0)[3];
}
kernel void import_level(const constant UBO* tint_symbol_23 [[buffer(2)]], device Buffer* tint_symbol_24 [[buffer(3)]], texture2d<float, access::sample> tint_symbol_25 [[texture(1)]], uint3 coord [[thread_position_in_grid]]) {
import_level_inner(coord, tint_symbol_23, tint_symbol_24, tint_symbol_25);
return;
}
void export_level_inner(uint3 coord, texture2d<float, access::write> tint_symbol_26, const constant UBO* const tint_symbol_27, const device Buffer* const tint_symbol_28, device Buffer* const tint_symbol_29) {
if (all((uint3(coord).xy < uint2(int2(tint_symbol_26.get_width(), tint_symbol_26.get_height()))))) {
uint const dst_offset = (coord[0] + (coord[1] * (*(tint_symbol_27)).width));
uint const src_offset = ((coord[0] * 2u) + ((coord[1] * 2u) * (*(tint_symbol_27)).width));
float const a_1 = (*(tint_symbol_28)).weights[(src_offset + 0u)];
float const b = (*(tint_symbol_28)).weights[(src_offset + 1u)];
float const c = (*(tint_symbol_28)).weights[((src_offset + 0u) + (*(tint_symbol_27)).width)];
float const d = (*(tint_symbol_28)).weights[((src_offset + 1u) + (*(tint_symbol_27)).width)];
float const sum = dot(float4(a_1, b, c, d), float4(1.0f));
(*(tint_symbol_29)).weights[dst_offset] = (sum / 4.0f);
float4 const probabilities = (float4(a_1, (a_1 + b), ((a_1 + b) + c), sum) / fmax(sum, 0.0001f));
tint_symbol_26.write(probabilities, uint2(int2(uint3(coord).xy)));
}
}
kernel void export_level(texture2d<float, access::write> tint_symbol_30 [[texture(2)]], const constant UBO* tint_symbol_31 [[buffer(2)]], const device Buffer* tint_symbol_32 [[buffer(4)]], device Buffer* tint_symbol_33 [[buffer(3)]], uint3 coord [[thread_position_in_grid]]) {
export_level_inner(coord, tint_symbol_30, tint_symbol_31, tint_symbol_32, tint_symbol_33);
return;
}

View File

@@ -0,0 +1,646 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 423
; Schema: 0
OpCapability Shader
OpCapability ImageQuery
%67 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Vertex %vs_main "vs_main" %position_1 %color_1 %quad_pos_1 %position_2 %color_2 %quad_pos_2 %vertex_point_size
OpEntryPoint Fragment %fs_main "fs_main" %position_3 %color_3 %quad_pos_3 %value_1
OpEntryPoint GLCompute %simulate "simulate" %GlobalInvocationID_1
OpEntryPoint GLCompute %import_level "import_level" %coord_1
OpEntryPoint GLCompute %export_level "export_level" %coord_2
OpExecutionMode %fs_main OriginUpperLeft
OpExecutionMode %simulate LocalSize 64 1 1
OpExecutionMode %import_level LocalSize 64 1 1
OpExecutionMode %export_level LocalSize 64 1 1
OpName %position_1 "position_1"
OpName %color_1 "color_1"
OpName %quad_pos_1 "quad_pos_1"
OpName %position_2 "position_2"
OpName %color_2 "color_2"
OpName %quad_pos_2 "quad_pos_2"
OpName %vertex_point_size "vertex_point_size"
OpName %position_3 "position_3"
OpName %color_3 "color_3"
OpName %quad_pos_3 "quad_pos_3"
OpName %value_1 "value_1"
OpName %GlobalInvocationID_1 "GlobalInvocationID_1"
OpName %coord_1 "coord_1"
OpName %coord_2 "coord_2"
OpName %rand_seed "rand_seed"
OpName %RenderParams "RenderParams"
OpMemberName %RenderParams 0 "modelViewProjectionMatrix"
OpMemberName %RenderParams 1 "right"
OpMemberName %RenderParams 2 "up"
OpName %render_params "render_params"
OpName %SimulationParams "SimulationParams"
OpMemberName %SimulationParams 0 "deltaTime"
OpMemberName %SimulationParams 1 "seed"
OpName %sim_params "sim_params"
OpName %Particles "Particles"
OpMemberName %Particles 0 "particles"
OpName %Particle "Particle"
OpMemberName %Particle 0 "position"
OpMemberName %Particle 1 "lifetime"
OpMemberName %Particle 2 "color"
OpMemberName %Particle 3 "velocity"
OpName %data "data"
OpName %texture "texture"
OpName %UBO "UBO"
OpMemberName %UBO 0 "width"
OpName %ubo "ubo"
OpName %Buffer "Buffer"
OpMemberName %Buffer 0 "weights"
OpName %buf_in "buf_in"
OpName %buf_out "buf_out"
OpName %tex_in "tex_in"
OpName %tex_out "tex_out"
OpName %rand "rand"
OpName %VertexOutput "VertexOutput"
OpMemberName %VertexOutput 0 "position"
OpMemberName %VertexOutput 1 "color"
OpMemberName %VertexOutput 2 "quad_pos"
OpName %VertexInput "VertexInput"
OpMemberName %VertexInput 0 "position"
OpMemberName %VertexInput 1 "color"
OpMemberName %VertexInput 2 "quad_pos"
OpName %vs_main_inner "vs_main_inner"
OpName %in "in"
OpName %quad_pos "quad_pos"
OpName %position "position"
OpName %out "out"
OpName %vs_main "vs_main"
OpName %fs_main_inner "fs_main_inner"
OpName %in_0 "in"
OpName %color "color"
OpName %fs_main "fs_main"
OpName %simulate_inner "simulate_inner"
OpName %GlobalInvocationID "GlobalInvocationID"
OpName %particle "particle"
OpName %coord "coord"
OpName %level "level"
OpName %simulate "simulate"
OpName %import_level_inner "import_level_inner"
OpName %coord_0 "coord"
OpName %import_level "import_level"
OpName %export_level_inner "export_level_inner"
OpName %coord_3 "coord"
OpName %export_level "export_level"
OpDecorate %position_1 Location 0
OpDecorate %color_1 Location 1
OpDecorate %quad_pos_1 Location 2
OpDecorate %position_2 BuiltIn Position
OpDecorate %color_2 Location 0
OpDecorate %quad_pos_2 Location 1
OpDecorate %vertex_point_size BuiltIn PointSize
OpDecorate %position_3 BuiltIn FragCoord
OpDecorate %color_3 Location 0
OpDecorate %quad_pos_3 Location 1
OpDecorate %value_1 Location 0
OpDecorate %GlobalInvocationID_1 BuiltIn GlobalInvocationId
OpDecorate %coord_1 BuiltIn GlobalInvocationId
OpDecorate %coord_2 BuiltIn GlobalInvocationId
OpDecorate %RenderParams Block
OpMemberDecorate %RenderParams 0 Offset 0
OpMemberDecorate %RenderParams 0 ColMajor
OpMemberDecorate %RenderParams 0 MatrixStride 16
OpMemberDecorate %RenderParams 1 Offset 64
OpMemberDecorate %RenderParams 2 Offset 80
OpDecorate %render_params NonWritable
OpDecorate %render_params Binding 0
OpDecorate %render_params DescriptorSet 0
OpDecorate %SimulationParams Block
OpMemberDecorate %SimulationParams 0 Offset 0
OpMemberDecorate %SimulationParams 1 Offset 16
OpDecorate %sim_params NonWritable
OpDecorate %sim_params Binding 0
OpDecorate %sim_params DescriptorSet 0
OpDecorate %Particles Block
OpMemberDecorate %Particles 0 Offset 0
OpMemberDecorate %Particle 0 Offset 0
OpMemberDecorate %Particle 1 Offset 12
OpMemberDecorate %Particle 2 Offset 16
OpMemberDecorate %Particle 3 Offset 32
OpDecorate %_runtimearr_Particle ArrayStride 48
OpDecorate %data Binding 1
OpDecorate %data DescriptorSet 0
OpDecorate %texture Binding 2
OpDecorate %texture DescriptorSet 0
OpDecorate %UBO Block
OpMemberDecorate %UBO 0 Offset 0
OpDecorate %ubo NonWritable
OpDecorate %ubo Binding 3
OpDecorate %ubo DescriptorSet 0
OpDecorate %Buffer Block
OpMemberDecorate %Buffer 0 Offset 0
OpDecorate %_runtimearr_float ArrayStride 4
OpDecorate %buf_in NonWritable
OpDecorate %buf_in Binding 4
OpDecorate %buf_in DescriptorSet 0
OpDecorate %buf_out Binding 5
OpDecorate %buf_out DescriptorSet 0
OpDecorate %tex_in Binding 6
OpDecorate %tex_in DescriptorSet 0
OpDecorate %tex_out NonReadable
OpDecorate %tex_out Binding 7
OpDecorate %tex_out DescriptorSet 0
OpMemberDecorate %VertexOutput 0 Offset 0
OpMemberDecorate %VertexOutput 1 Offset 16
OpMemberDecorate %VertexOutput 2 Offset 32
OpMemberDecorate %VertexInput 0 Offset 0
OpMemberDecorate %VertexInput 1 Offset 16
OpMemberDecorate %VertexInput 2 Offset 32
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%_ptr_Input_v3float = OpTypePointer Input %v3float
%position_1 = OpVariable %_ptr_Input_v3float Input
%v4float = OpTypeVector %float 4
%_ptr_Input_v4float = OpTypePointer Input %v4float
%color_1 = OpVariable %_ptr_Input_v4float Input
%v2float = OpTypeVector %float 2
%_ptr_Input_v2float = OpTypePointer Input %v2float
%quad_pos_1 = OpVariable %_ptr_Input_v2float Input
%_ptr_Output_v4float = OpTypePointer Output %v4float
%13 = OpConstantNull %v4float
%position_2 = OpVariable %_ptr_Output_v4float Output %13
%color_2 = OpVariable %_ptr_Output_v4float Output %13
%_ptr_Output_v2float = OpTypePointer Output %v2float
%17 = OpConstantNull %v2float
%quad_pos_2 = OpVariable %_ptr_Output_v2float Output %17
%_ptr_Output_float = OpTypePointer Output %float
%20 = OpConstantNull %float
%vertex_point_size = OpVariable %_ptr_Output_float Output %20
%position_3 = OpVariable %_ptr_Input_v4float Input
%color_3 = OpVariable %_ptr_Input_v4float Input
%quad_pos_3 = OpVariable %_ptr_Input_v2float Input
%value_1 = OpVariable %_ptr_Output_v4float Output %13
%uint = OpTypeInt 32 0
%v3uint = OpTypeVector %uint 3
%_ptr_Input_v3uint = OpTypePointer Input %v3uint
%GlobalInvocationID_1 = OpVariable %_ptr_Input_v3uint Input
%coord_1 = OpVariable %_ptr_Input_v3uint Input
%coord_2 = OpVariable %_ptr_Input_v3uint Input
%_ptr_Private_v2float = OpTypePointer Private %v2float
%rand_seed = OpVariable %_ptr_Private_v2float Private %17
%mat4v4float = OpTypeMatrix %v4float 4
%RenderParams = OpTypeStruct %mat4v4float %v3float %v3float
%_ptr_Uniform_RenderParams = OpTypePointer Uniform %RenderParams
%render_params = OpVariable %_ptr_Uniform_RenderParams Uniform
%SimulationParams = OpTypeStruct %float %v4float
%_ptr_Uniform_SimulationParams = OpTypePointer Uniform %SimulationParams
%sim_params = OpVariable %_ptr_Uniform_SimulationParams Uniform
%Particle = OpTypeStruct %v3float %float %v4float %v3float
%_runtimearr_Particle = OpTypeRuntimeArray %Particle
%Particles = OpTypeStruct %_runtimearr_Particle
%_ptr_StorageBuffer_Particles = OpTypePointer StorageBuffer %Particles
%data = OpVariable %_ptr_StorageBuffer_Particles StorageBuffer
%47 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_47 = OpTypePointer UniformConstant %47
%texture = OpVariable %_ptr_UniformConstant_47 UniformConstant
%UBO = OpTypeStruct %uint
%_ptr_Uniform_UBO = OpTypePointer Uniform %UBO
%ubo = OpVariable %_ptr_Uniform_UBO Uniform
%_runtimearr_float = OpTypeRuntimeArray %float
%Buffer = OpTypeStruct %_runtimearr_float
%_ptr_StorageBuffer_Buffer = OpTypePointer StorageBuffer %Buffer
%buf_in = OpVariable %_ptr_StorageBuffer_Buffer StorageBuffer
%buf_out = OpVariable %_ptr_StorageBuffer_Buffer StorageBuffer
%tex_in = OpVariable %_ptr_UniformConstant_47 UniformConstant
%59 = OpTypeImage %float 2D 0 0 0 2 Rgba8
%_ptr_UniformConstant_59 = OpTypePointer UniformConstant %59
%tex_out = OpVariable %_ptr_UniformConstant_59 UniformConstant
%60 = OpTypeFunction %float
%uint_0 = OpConstant %uint 0
%_ptr_Private_float = OpTypePointer Private %float
%float_23_1407795 = OpConstant %float 23.1407795
%float_232_616898 = OpConstant %float 232.616898
%73 = OpConstantComposite %v2float %float_23_1407795 %float_232_616898
%float_136_816803 = OpConstant %float 136.816803
%uint_1 = OpConstant %uint 1
%float_54_4785652 = OpConstant %float 54.4785652
%float_345_841522 = OpConstant %float 345.841522
%84 = OpConstantComposite %v2float %float_54_4785652 %float_345_841522
%float_534_764526 = OpConstant %float 534.764526
%VertexOutput = OpTypeStruct %v4float %v4float %v2float
%VertexInput = OpTypeStruct %v3float %v4float %v2float
%89 = OpTypeFunction %VertexOutput %VertexInput
%mat2v3float = OpTypeMatrix %v3float 2
%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
%uint_2 = OpConstant %uint 2
%_ptr_Function_v3float = OpTypePointer Function %v3float
%107 = OpConstantNull %v3float
%float_0_00999999978 = OpConstant %float 0.00999999978
%_ptr_Function_VertexOutput = OpTypePointer Function %VertexOutput
%116 = OpConstantNull %VertexOutput
%_ptr_Function_v4float = OpTypePointer Function %v4float
%_ptr_Uniform_mat4v4float = OpTypePointer Uniform %mat4v4float
%float_1 = OpConstant %float 1
%_ptr_Function_v2float = OpTypePointer Function %v2float
%void = OpTypeVoid
%135 = OpTypeFunction %void
%147 = OpTypeFunction %v4float %VertexOutput
%uint_3 = OpConstant %uint 3
%_ptr_Function_float = OpTypePointer Function %float
%float_0 = OpConstant %float 0
%172 = OpTypeFunction %void %v3uint
%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
%v2uint = OpTypeVector %uint 2
%_ptr_StorageBuffer_Particle = OpTypePointer StorageBuffer %Particle
%_ptr_Function_Particle = OpTypePointer Function %Particle
%194 = OpConstantNull %Particle
%_ptr_Uniform_float = OpTypePointer Uniform %float
%float_0_5 = OpConstant %float 0.5
%bool = OpTypeBool
%int = OpTypeInt 32 1
%v2int = OpTypeVector %int 2
%int_0 = OpConstant %int 0
%232 = OpConstantComposite %v2int %int_0 %int_0
%_ptr_Function_v2int = OpTypePointer Function %v2int
%235 = OpConstantNull %v2int
%int_1 = OpConstant %int 1
%_ptr_Function_int = OpTypePointer Function %int
%242 = OpConstantNull %int
%v4bool = OpTypeVector %bool 4
%int_2 = OpConstant %int 2
%v2bool = OpTypeVector %bool 2
%float_3 = OpConstant %float 3
%float_n1 = OpConstant %float -1
%302 = OpConstantComposite %v2float %float_1 %float_n1
%float_0_100000001 = OpConstant %float 0.100000001
%float_0_300000012 = OpConstant %float 0.300000012
%float_2 = OpConstant %float 2
%_ptr_Uniform_uint = OpTypePointer Uniform %uint
%_ptr_StorageBuffer_float = OpTypePointer StorageBuffer %float
%402 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
%float_4 = OpConstant %float 4
%float_9_99999975en05 = OpConstant %float 9.99999975e-05
%rand = OpFunction %float None %60
%62 = OpLabel
%65 = OpAccessChain %_ptr_Private_float %rand_seed %uint_0
%70 = OpLoad %v2float %rand_seed
%69 = OpDot %float %70 %73
%68 = OpExtInst %float %67 Cos %69
%75 = OpFMul %float %68 %float_136_816803
%66 = OpExtInst %float %67 Fract %75
OpStore %65 %66
%77 = OpAccessChain %_ptr_Private_float %rand_seed %uint_1
%81 = OpLoad %v2float %rand_seed
%80 = OpDot %float %81 %84
%79 = OpExtInst %float %67 Cos %80
%86 = OpFMul %float %79 %float_534_764526
%78 = OpExtInst %float %67 Fract %86
OpStore %77 %78
%87 = OpAccessChain %_ptr_Private_float %rand_seed %uint_1
%88 = OpLoad %float %87
OpReturnValue %88
OpFunctionEnd
%vs_main_inner = OpFunction %VertexOutput None %89
%in = OpFunctionParameter %VertexInput
%94 = OpLabel
%quad_pos = OpVariable %_ptr_Function_v3float Function %107
%position = OpVariable %_ptr_Function_v3float Function %107
%out = OpVariable %_ptr_Function_VertexOutput Function %116
%97 = OpAccessChain %_ptr_Uniform_v3float %render_params %uint_1
%98 = OpLoad %v3float %97
%100 = OpAccessChain %_ptr_Uniform_v3float %render_params %uint_2
%101 = OpLoad %v3float %100
%102 = OpCompositeConstruct %mat2v3float %98 %101
%103 = OpCompositeExtract %v2float %in 2
%104 = OpMatrixTimesVector %v3float %102 %103
OpStore %quad_pos %104
%108 = OpCompositeExtract %v3float %in 0
%109 = OpLoad %v3float %quad_pos
%111 = OpVectorTimesScalar %v3float %109 %float_0_00999999978
%112 = OpFAdd %v3float %108 %111
OpStore %position %112
%118 = OpAccessChain %_ptr_Function_v4float %out %uint_0
%120 = OpAccessChain %_ptr_Uniform_mat4v4float %render_params %uint_0
%121 = OpLoad %mat4v4float %120
%122 = OpLoad %v3float %position
%123 = OpCompositeExtract %float %122 0
%124 = OpCompositeExtract %float %122 1
%125 = OpCompositeExtract %float %122 2
%127 = OpCompositeConstruct %v4float %123 %124 %125 %float_1
%128 = OpMatrixTimesVector %v4float %121 %127
OpStore %118 %128
%129 = OpAccessChain %_ptr_Function_v4float %out %uint_1
%130 = OpCompositeExtract %v4float %in 1
OpStore %129 %130
%132 = OpAccessChain %_ptr_Function_v2float %out %uint_2
%133 = OpCompositeExtract %v2float %in 2
OpStore %132 %133
%134 = OpLoad %VertexOutput %out
OpReturnValue %134
OpFunctionEnd
%vs_main = OpFunction %void None %135
%138 = OpLabel
%140 = OpLoad %v3float %position_1
%141 = OpLoad %v4float %color_1
%142 = OpLoad %v2float %quad_pos_1
%143 = OpCompositeConstruct %VertexInput %140 %141 %142
%139 = OpFunctionCall %VertexOutput %vs_main_inner %143
%144 = OpCompositeExtract %v4float %139 0
OpStore %position_2 %144
%145 = OpCompositeExtract %v4float %139 1
OpStore %color_2 %145
%146 = OpCompositeExtract %v2float %139 2
OpStore %quad_pos_2 %146
OpStore %vertex_point_size %float_1
OpReturn
OpFunctionEnd
%fs_main_inner = OpFunction %v4float None %147
%in_0 = OpFunctionParameter %VertexOutput
%150 = OpLabel
%color = OpVariable %_ptr_Function_v4float Function %13
%151 = OpCompositeExtract %v4float %in_0 1
OpStore %color %151
%155 = OpAccessChain %_ptr_Function_float %color %uint_3
%156 = OpAccessChain %_ptr_Function_float %color %uint_3
%157 = OpLoad %float %156
%160 = OpCompositeExtract %v2float %in_0 2
%159 = OpExtInst %float %67 Length %160
%161 = OpFSub %float %float_1 %159
%158 = OpExtInst %float %67 NMax %161 %float_0
%163 = OpFMul %float %157 %158
OpStore %155 %163
%164 = OpLoad %v4float %color
OpReturnValue %164
OpFunctionEnd
%fs_main = OpFunction %void None %135
%166 = OpLabel
%168 = OpLoad %v4float %position_3
%169 = OpLoad %v4float %color_3
%170 = OpLoad %v2float %quad_pos_3
%171 = OpCompositeConstruct %VertexOutput %168 %169 %170
%167 = OpFunctionCall %v4float %fs_main_inner %171
OpStore %value_1 %167
OpReturn
OpFunctionEnd
%simulate_inner = OpFunction %void None %172
%GlobalInvocationID = OpFunctionParameter %v3uint
%175 = OpLabel
%particle = OpVariable %_ptr_Function_Particle Function %194
%coord = OpVariable %_ptr_Function_v2int Function %235
%level = OpVariable %_ptr_Function_int Function %242
%270 = OpVariable %_ptr_Function_v2int Function %235
%297 = OpVariable %_ptr_Function_v2float Function %17
%177 = OpAccessChain %_ptr_Uniform_v4float %sim_params %uint_1
%178 = OpLoad %v4float %177
%179 = OpVectorShuffle %v2float %178 %178 0 1
%182 = OpVectorShuffle %v2uint %GlobalInvocationID %GlobalInvocationID 0 1
%180 = OpConvertUToF %v2float %182
%183 = OpFAdd %v2float %179 %180
%184 = OpAccessChain %_ptr_Uniform_v4float %sim_params %uint_1
%185 = OpLoad %v4float %184
%186 = OpVectorShuffle %v2float %185 %185 2 3
%187 = OpFMul %v2float %183 %186
OpStore %rand_seed %187
%188 = OpCompositeExtract %uint %GlobalInvocationID 0
%190 = OpAccessChain %_ptr_StorageBuffer_Particle %data %uint_0 %188
%191 = OpLoad %Particle %190
OpStore %particle %191
%195 = OpAccessChain %_ptr_Function_float %particle %uint_3 %uint_2
%196 = OpAccessChain %_ptr_Function_float %particle %uint_3 %uint_2
%197 = OpLoad %float %196
%199 = OpAccessChain %_ptr_Uniform_float %sim_params %uint_0
%200 = OpLoad %float %199
%202 = OpFMul %float %200 %float_0_5
%203 = OpFSub %float %197 %202
OpStore %195 %203
%204 = OpAccessChain %_ptr_Function_v3float %particle %uint_0
%205 = OpAccessChain %_ptr_Function_v3float %particle %uint_0
%206 = OpLoad %v3float %205
%207 = OpAccessChain %_ptr_Uniform_float %sim_params %uint_0
%208 = OpLoad %float %207
%209 = OpAccessChain %_ptr_Function_v3float %particle %uint_3
%210 = OpLoad %v3float %209
%211 = OpVectorTimesScalar %v3float %210 %208
%212 = OpFAdd %v3float %206 %211
OpStore %204 %212
%213 = OpAccessChain %_ptr_Function_float %particle %uint_1
%214 = OpAccessChain %_ptr_Function_float %particle %uint_1
%215 = OpLoad %float %214
%216 = OpAccessChain %_ptr_Uniform_float %sim_params %uint_0
%217 = OpLoad %float %216
%218 = OpFSub %float %215 %217
OpStore %213 %218
%219 = OpAccessChain %_ptr_Function_float %particle %uint_2 %uint_3
%221 = OpAccessChain %_ptr_Function_float %particle %uint_1
%222 = OpLoad %float %221
%220 = OpExtInst %float %67 SmoothStep %float_0 %float_0_5 %222
OpStore %219 %220
%223 = OpAccessChain %_ptr_Function_float %particle %uint_1
%224 = OpLoad %float %223
%225 = OpFOrdLessThan %bool %224 %float_0
OpSelectionMerge %227 None
OpBranchConditional %225 %228 %227
%228 = OpLabel
OpStore %coord %232
%237 = OpLoad %47 %texture
%236 = OpImageQueryLevels %int %237
%239 = OpISub %int %236 %int_1
OpStore %level %239
OpBranch %243
%243 = OpLabel
OpLoopMerge %244 %245 None
OpBranch %246
%246 = OpLabel
%248 = OpLoad %int %level
%249 = OpSGreaterThan %bool %248 %int_0
%247 = OpLogicalNot %bool %249
OpSelectionMerge %250 None
OpBranchConditional %247 %251 %250
%251 = OpLabel
OpBranch %244
%250 = OpLabel
%253 = OpLoad %47 %texture
%254 = OpLoad %v2int %coord
%255 = OpLoad %int %level
%252 = OpImageFetch %v4float %253 %254 Lod %255
%256 = OpFunctionCall %float %rand
%257 = OpCompositeConstruct %v4float %256 %256 %256 %256
%258 = OpVectorShuffle %v3float %252 %252 0 1 2
%259 = OpCompositeExtract %float %258 0
%260 = OpCompositeExtract %float %258 1
%261 = OpCompositeExtract %float %258 2
%262 = OpCompositeConstruct %v4float %float_0 %259 %260 %261
%263 = OpFOrdGreaterThanEqual %v4bool %257 %262
%265 = OpFOrdLessThan %v4bool %257 %252
%266 = OpLogicalAnd %v4bool %263 %265
%267 = OpLoad %v2int %coord
%271 = OpCompositeConstruct %v2int %int_2 %int_2
%269 = OpIMul %v2int %267 %271
OpStore %coord %269
%272 = OpAccessChain %_ptr_Function_int %coord %uint_0
%273 = OpAccessChain %_ptr_Function_int %coord %uint_0
%274 = OpLoad %int %273
%278 = OpVectorShuffle %v2bool %266 %266 1 3
%276 = OpAny %bool %278
%275 = OpSelect %int %276 %int_1 %int_0
%279 = OpIAdd %int %274 %275
OpStore %272 %279
%280 = OpAccessChain %_ptr_Function_int %coord %uint_1
%281 = OpAccessChain %_ptr_Function_int %coord %uint_1
%282 = OpLoad %int %281
%285 = OpVectorShuffle %v2bool %266 %266 2 3
%284 = OpAny %bool %285
%283 = OpSelect %int %284 %int_1 %int_0
%286 = OpIAdd %int %282 %283
OpStore %280 %286
OpBranch %245
%245 = OpLabel
%287 = OpLoad %int %level
%288 = OpISub %int %287 %int_1
OpStore %level %288
OpBranch %243
%244 = OpLabel
%290 = OpLoad %v2int %coord
%289 = OpConvertSToF %v2float %290
%293 = OpLoad %47 %texture
%292 = OpImageQuerySizeLod %v2int %293 %int_0
%291 = OpConvertSToF %v2float %292
%294 = OpFDiv %v2float %289 %291
%295 = OpAccessChain %_ptr_Function_v3float %particle %uint_0
%298 = OpCompositeConstruct %v2float %float_0_5 %float_0_5
%296 = OpFSub %v2float %294 %298
%300 = OpVectorTimesScalar %v2float %296 %float_3
%303 = OpFMul %v2float %300 %302
%304 = OpCompositeExtract %float %303 0
%305 = OpCompositeExtract %float %303 1
%306 = OpCompositeConstruct %v3float %304 %305 %float_0
OpStore %295 %306
%307 = OpAccessChain %_ptr_Function_v4float %particle %uint_2
%309 = OpLoad %47 %texture
%310 = OpLoad %v2int %coord
%308 = OpImageFetch %v4float %309 %310 Lod %int_0
OpStore %307 %308
%311 = OpAccessChain %_ptr_Function_float %particle %uint_3 %uint_0
%312 = OpFunctionCall %float %rand
%313 = OpFSub %float %312 %float_0_5
%315 = OpFMul %float %313 %float_0_100000001
OpStore %311 %315
%316 = OpAccessChain %_ptr_Function_float %particle %uint_3 %uint_1
%317 = OpFunctionCall %float %rand
%318 = OpFSub %float %317 %float_0_5
%319 = OpFMul %float %318 %float_0_100000001
OpStore %316 %319
%320 = OpAccessChain %_ptr_Function_float %particle %uint_3 %uint_2
%321 = OpFunctionCall %float %rand
%323 = OpFMul %float %321 %float_0_300000012
OpStore %320 %323
%324 = OpAccessChain %_ptr_Function_float %particle %uint_1
%325 = OpFunctionCall %float %rand
%327 = OpFMul %float %325 %float_2
%328 = OpFAdd %float %float_0_5 %327
OpStore %324 %328
OpBranch %227
%227 = OpLabel
%329 = OpAccessChain %_ptr_StorageBuffer_Particle %data %uint_0 %188
%330 = OpLoad %Particle %particle
OpStore %329 %330
OpReturn
OpFunctionEnd
%simulate = OpFunction %void None %135
%332 = OpLabel
%334 = OpLoad %v3uint %GlobalInvocationID_1
%333 = OpFunctionCall %void %simulate_inner %334
OpReturn
OpFunctionEnd
%import_level_inner = OpFunction %void None %172
%coord_0 = OpFunctionParameter %v3uint
%337 = OpLabel
%339 = OpCompositeExtract %uint %coord_0 0
%340 = OpCompositeExtract %uint %coord_0 1
%342 = OpAccessChain %_ptr_Uniform_uint %ubo %uint_0
%343 = OpLoad %uint %342
%344 = OpIMul %uint %340 %343
%345 = OpIAdd %uint %339 %344
%347 = OpAccessChain %_ptr_StorageBuffer_float %buf_out %uint_0 %345
%349 = OpLoad %47 %tex_in
%351 = OpVectorShuffle %v2uint %coord_0 %coord_0 0 1
%350 = OpBitcast %v2int %351
%348 = OpImageFetch %v4float %349 %350 Lod %int_0
%352 = OpCompositeExtract %float %348 3
OpStore %347 %352
OpReturn
OpFunctionEnd
%import_level = OpFunction %void None %135
%354 = OpLabel
%356 = OpLoad %v3uint %coord_1
%355 = OpFunctionCall %void %import_level_inner %356
OpReturn
OpFunctionEnd
%export_level_inner = OpFunction %void None %172
%coord_3 = OpFunctionParameter %v3uint
%359 = OpLabel
%413 = OpVariable %_ptr_Function_v4float Function %13
%361 = OpVectorShuffle %v2uint %coord_3 %coord_3 0 1
%364 = OpLoad %59 %tex_out
%363 = OpImageQuerySize %v2int %364
%362 = OpBitcast %v2uint %363
%365 = OpULessThan %v2bool %361 %362
%360 = OpAll %bool %365
OpSelectionMerge %366 None
OpBranchConditional %360 %367 %366
%367 = OpLabel
%368 = OpCompositeExtract %uint %coord_3 0
%369 = OpCompositeExtract %uint %coord_3 1
%370 = OpAccessChain %_ptr_Uniform_uint %ubo %uint_0
%371 = OpLoad %uint %370
%372 = OpIMul %uint %369 %371
%373 = OpIAdd %uint %368 %372
%374 = OpCompositeExtract %uint %coord_3 0
%375 = OpIMul %uint %374 %uint_2
%376 = OpCompositeExtract %uint %coord_3 1
%377 = OpIMul %uint %376 %uint_2
%378 = OpAccessChain %_ptr_Uniform_uint %ubo %uint_0
%379 = OpLoad %uint %378
%380 = OpIMul %uint %377 %379
%381 = OpIAdd %uint %375 %380
%382 = OpIAdd %uint %381 %uint_0
%383 = OpAccessChain %_ptr_StorageBuffer_float %buf_in %uint_0 %382
%384 = OpLoad %float %383
%385 = OpIAdd %uint %381 %uint_1
%386 = OpAccessChain %_ptr_StorageBuffer_float %buf_in %uint_0 %385
%387 = OpLoad %float %386
%388 = OpIAdd %uint %381 %uint_0
%389 = OpAccessChain %_ptr_Uniform_uint %ubo %uint_0
%390 = OpLoad %uint %389
%391 = OpIAdd %uint %388 %390
%392 = OpAccessChain %_ptr_StorageBuffer_float %buf_in %uint_0 %391
%393 = OpLoad %float %392
%394 = OpIAdd %uint %381 %uint_1
%395 = OpAccessChain %_ptr_Uniform_uint %ubo %uint_0
%396 = OpLoad %uint %395
%397 = OpIAdd %uint %394 %396
%398 = OpAccessChain %_ptr_StorageBuffer_float %buf_in %uint_0 %397
%399 = OpLoad %float %398
%401 = OpCompositeConstruct %v4float %384 %387 %393 %399
%400 = OpDot %float %401 %402
%403 = OpAccessChain %_ptr_StorageBuffer_float %buf_out %uint_0 %373
%405 = OpFDiv %float %400 %float_4
OpStore %403 %405
%406 = OpFAdd %float %384 %387
%407 = OpFAdd %float %384 %387
%408 = OpFAdd %float %407 %393
%409 = OpCompositeConstruct %v4float %384 %406 %408 %400
%410 = OpExtInst %float %67 NMax %400 %float_9_99999975en05
%414 = OpCompositeConstruct %v4float %410 %410 %410 %410
%412 = OpFDiv %v4float %409 %414
%416 = OpLoad %59 %tex_out
%418 = OpVectorShuffle %v2uint %coord_3 %coord_3 0 1
%417 = OpBitcast %v2int %418
OpImageWrite %416 %417 %412
OpBranch %366
%366 = OpLabel
OpReturn
OpFunctionEnd
%export_level = OpFunction %void None %135
%420 = OpLabel
%422 = OpLoad %v3uint %coord_2
%421 = OpFunctionCall %void %export_level_inner %422
OpReturn
OpFunctionEnd

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@@ -0,0 +1,144 @@
var<private> rand_seed : vec2<f32>;
fn rand() -> f32 {
rand_seed.x = fract((cos(dot(rand_seed, vec2<f32>(23.140779495, 232.616897583))) * 136.816802979));
rand_seed.y = fract((cos(dot(rand_seed, vec2<f32>(54.478565216, 345.841522217))) * 534.764526367));
return rand_seed.y;
}
struct RenderParams {
modelViewProjectionMatrix : mat4x4<f32>;
right : vec3<f32>;
up : vec3<f32>;
};
[[binding(0), group(0)]] var<uniform> render_params : RenderParams;
struct VertexInput {
[[location(0)]]
position : vec3<f32>;
[[location(1)]]
color : vec4<f32>;
[[location(2)]]
quad_pos : vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]]
position : vec4<f32>;
[[location(0)]]
color : vec4<f32>;
[[location(1)]]
quad_pos : vec2<f32>;
};
[[stage(vertex)]]
fn vs_main(in : VertexInput) -> VertexOutput {
var quad_pos = (mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos);
var position = (in.position + (quad_pos * 0.01));
var out : VertexOutput;
out.position = (render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0));
out.color = in.color;
out.quad_pos = in.quad_pos;
return out;
}
[[stage(fragment)]]
fn fs_main(in : VertexOutput) -> [[location(0)]] vec4<f32> {
var color = in.color;
color.a = (color.a * max((1.0 - length(in.quad_pos)), 0.0));
return color;
}
struct SimulationParams {
deltaTime : f32;
seed : vec4<f32>;
};
struct Particle {
position : vec3<f32>;
lifetime : f32;
color : vec4<f32>;
velocity : vec3<f32>;
};
struct Particles {
particles : array<Particle>;
};
[[binding(0), group(0)]] var<uniform> sim_params : SimulationParams;
[[binding(1), group(0)]] var<storage, read_write> data : Particles;
[[binding(2), group(0)]] var texture : texture_2d<f32>;
[[stage(compute), workgroup_size(64)]]
fn simulate([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
rand_seed = ((sim_params.seed.xy + vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw);
let idx = GlobalInvocationID.x;
var particle = data.particles[idx];
particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5));
particle.position = (particle.position + (sim_params.deltaTime * particle.velocity));
particle.lifetime = (particle.lifetime - sim_params.deltaTime);
particle.color.a = smoothStep(0.0, 0.5, particle.lifetime);
if ((particle.lifetime < 0.0)) {
var coord = vec2<i32>(0, 0);
for(var level = (textureNumLevels(texture) - 1); (level > 0); level = (level - 1)) {
let probabilites = textureLoad(texture, coord, level);
let value = vec4<f32>(rand());
let mask = ((value >= vec4<f32>(0.0, probabilites.xyz)) & (value < probabilites));
coord = (coord * 2);
coord.x = (coord.x + select(0, 1, any(mask.yw)));
coord.y = (coord.y + select(0, 1, any(mask.zw)));
}
let uv = (vec2<f32>(coord) / vec2<f32>(textureDimensions(texture)));
particle.position = vec3<f32>((((uv - 0.5) * 3.0) * vec2<f32>(1.0, -1.0)), 0.0);
particle.color = textureLoad(texture, coord, 0);
particle.velocity.x = ((rand() - 0.5) * 0.100000001);
particle.velocity.y = ((rand() - 0.5) * 0.100000001);
particle.velocity.z = (rand() * 0.300000012);
particle.lifetime = (0.5 + (rand() * 2.0));
}
data.particles[idx] = particle;
}
struct UBO {
width : u32;
};
struct Buffer {
weights : array<f32>;
};
[[binding(3), group(0)]] var<uniform> ubo : UBO;
[[binding(4), group(0)]] var<storage, read> buf_in : Buffer;
[[binding(5), group(0)]] var<storage, read_write> buf_out : Buffer;
[[binding(6), group(0)]] var tex_in : texture_2d<f32>;
[[binding(7), group(0)]] var tex_out : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(64)]]
fn import_level([[builtin(global_invocation_id)]] coord : vec3<u32>) {
_ = &(buf_in);
let offset = (coord.x + (coord.y * ubo.width));
buf_out.weights[offset] = textureLoad(tex_in, vec2<i32>(coord.xy), 0).w;
}
[[stage(compute), workgroup_size(64)]]
fn export_level([[builtin(global_invocation_id)]] coord : vec3<u32>) {
if (all((coord.xy < vec2<u32>(textureDimensions(tex_out))))) {
let dst_offset = (coord.x + (coord.y * ubo.width));
let src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width));
let a = buf_in.weights[(src_offset + 0u)];
let b = buf_in.weights[(src_offset + 1u)];
let c = buf_in.weights[((src_offset + 0u) + ubo.width)];
let d = buf_in.weights[((src_offset + 1u) + ubo.width)];
let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0));
buf_out.weights[dst_offset] = (sum / 4.0);
let probabilities = (vec4<f32>(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001));
textureStore(tex_out, vec2<i32>(coord.xy), probabilities);
}
}

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@@ -0,0 +1,10 @@
struct SB {
data : array<i32>;
};
[[group(0), binding(0)]] var<storage, read_write> buffer : SB;
[[stage(compute), workgroup_size(1, 2, 3)]]
fn main([[builtin(global_invocation_id)]] id : vec3<u32>) {
buffer.data[id.x] = buffer.data[id.x] + 1;
}

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@@ -0,0 +1,15 @@
RWByteAddressBuffer buffer : register(u0, space0);
struct tint_symbol_1 {
uint3 id : SV_DispatchThreadID;
};
void main_inner(uint3 id) {
buffer.Store((4u * id.x), asuint((asint(buffer.Load((4u * id.x))) + 1)));
}
[numthreads(1, 2, 3)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.id);
return;
}

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@@ -0,0 +1,16 @@
#include <metal_stdlib>
using namespace metal;
struct SB {
/* 0x0000 */ int data[1];
};
void tint_symbol_1_inner(uint3 id, device SB* const tint_symbol_2) {
(*(tint_symbol_2)).data[id[0]] = as_type<int>((as_type<uint>((*(tint_symbol_2)).data[id[0]]) + as_type<uint>(1)));
}
kernel void tint_symbol_1(device SB* tint_symbol_3 [[buffer(0)]], uint3 id [[thread_position_in_grid]]) {
tint_symbol_1_inner(id, tint_symbol_3);
return;
}

View File

@@ -0,0 +1,55 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 29
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint GLCompute %main "main" %id_1
OpExecutionMode %main LocalSize 1 2 3
OpName %id_1 "id_1"
OpName %SB "SB"
OpMemberName %SB 0 "data"
OpName %buffer "buffer"
OpName %main_inner "main_inner"
OpName %id "id"
OpName %main "main"
OpDecorate %id_1 BuiltIn GlobalInvocationId
OpDecorate %SB Block
OpMemberDecorate %SB 0 Offset 0
OpDecorate %_runtimearr_int ArrayStride 4
OpDecorate %buffer DescriptorSet 0
OpDecorate %buffer Binding 0
%uint = OpTypeInt 32 0
%v3uint = OpTypeVector %uint 3
%_ptr_Input_v3uint = OpTypePointer Input %v3uint
%id_1 = OpVariable %_ptr_Input_v3uint Input
%int = OpTypeInt 32 1
%_runtimearr_int = OpTypeRuntimeArray %int
%SB = OpTypeStruct %_runtimearr_int
%_ptr_StorageBuffer_SB = OpTypePointer StorageBuffer %SB
%buffer = OpVariable %_ptr_StorageBuffer_SB StorageBuffer
%void = OpTypeVoid
%10 = OpTypeFunction %void %v3uint
%uint_0 = OpConstant %uint 0
%_ptr_StorageBuffer_int = OpTypePointer StorageBuffer %int
%int_1 = OpConstant %int 1
%24 = OpTypeFunction %void
%main_inner = OpFunction %void None %10
%id = OpFunctionParameter %v3uint
%14 = OpLabel
%16 = OpCompositeExtract %uint %id 0
%18 = OpAccessChain %_ptr_StorageBuffer_int %buffer %uint_0 %16
%19 = OpCompositeExtract %uint %id 0
%20 = OpAccessChain %_ptr_StorageBuffer_int %buffer %uint_0 %19
%21 = OpLoad %int %20
%23 = OpIAdd %int %21 %int_1
OpStore %18 %23
OpReturn
OpFunctionEnd
%main = OpFunction %void None %24
%26 = OpLabel
%28 = OpLoad %v3uint %id_1
%27 = OpFunctionCall %void %main_inner %28
OpReturn
OpFunctionEnd

View File

@@ -0,0 +1,10 @@
struct SB {
data : array<i32>;
};
[[group(0), binding(0)]] var<storage, read_write> buffer : SB;
[[stage(compute), workgroup_size(1, 2, 3)]]
fn main([[builtin(global_invocation_id)]] id : vec3<u32>) {
buffer.data[id.x] = (buffer.data[id.x] + 1);
}

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@@ -0,0 +1,12 @@
struct Input {
[[location(0)]] color: vec4<f32>;
};
struct Output {
[[location(0)]] color: vec4<f32>;
};
[[stage(fragment)]]
fn main(in : Input) -> Output {
return Output(in.color);
}

View File

@@ -0,0 +1,25 @@
struct Input {
float4 color;
};
struct Output {
float4 color;
};
struct tint_symbol_2 {
float4 color : TEXCOORD0;
};
struct tint_symbol_3 {
float4 color : SV_Target0;
};
Output main_inner(Input tint_symbol) {
const Output tint_symbol_4 = {tint_symbol.color};
return tint_symbol_4;
}
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
const Input tint_symbol_5 = {tint_symbol_1.color};
const Output inner_result = main_inner(tint_symbol_5);
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.color = inner_result.color;
return wrapper_result;
}

View File

@@ -0,0 +1,29 @@
#include <metal_stdlib>
using namespace metal;
struct Input {
float4 color;
};
struct Output {
float4 color;
};
struct tint_symbol_2 {
float4 color [[user(locn0)]];
};
struct tint_symbol_3 {
float4 color [[color(0)]];
};
Output tint_symbol_inner(Input in) {
Output const tint_symbol_4 = {.color=in.color};
return tint_symbol_4;
}
fragment tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
Input const tint_symbol_5 = {.color=tint_symbol_1.color};
Output const inner_result = tint_symbol_inner(tint_symbol_5);
tint_symbol_3 wrapper_result = {};
wrapper_result.color = inner_result.color;
return wrapper_result;
}

View File

@@ -0,0 +1,50 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 24
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %color_1 %color_2
OpExecutionMode %main OriginUpperLeft
OpName %color_1 "color_1"
OpName %color_2 "color_2"
OpName %Output "Output"
OpMemberName %Output 0 "color"
OpName %Input "Input"
OpMemberName %Input 0 "color"
OpName %main_inner "main_inner"
OpName %in "in"
OpName %main "main"
OpDecorate %color_1 Location 0
OpDecorate %color_2 Location 0
OpMemberDecorate %Output 0 Offset 0
OpMemberDecorate %Input 0 Offset 0
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Input_v4float = OpTypePointer Input %v4float
%color_1 = OpVariable %_ptr_Input_v4float Input
%_ptr_Output_v4float = OpTypePointer Output %v4float
%7 = OpConstantNull %v4float
%color_2 = OpVariable %_ptr_Output_v4float Output %7
%Output = OpTypeStruct %v4float
%Input = OpTypeStruct %v4float
%8 = OpTypeFunction %Output %Input
%void = OpTypeVoid
%16 = OpTypeFunction %void
%main_inner = OpFunction %Output None %8
%in = OpFunctionParameter %Input
%13 = OpLabel
%14 = OpCompositeExtract %v4float %in 0
%15 = OpCompositeConstruct %Output %14
OpReturnValue %15
OpFunctionEnd
%main = OpFunction %void None %16
%19 = OpLabel
%21 = OpLoad %v4float %color_1
%22 = OpCompositeConstruct %Input %21
%20 = OpFunctionCall %Output %main_inner %22
%23 = OpCompositeExtract %v4float %20 0
OpStore %color_2 %23
OpReturn
OpFunctionEnd

View File

@@ -0,0 +1,14 @@
struct Input {
[[location(0)]]
color : vec4<f32>;
};
struct Output {
[[location(0)]]
color : vec4<f32>;
};
[[stage(fragment)]]
fn main(in : Input) -> Output {
return Output(in.color);
}

View File

@@ -0,0 +1,12 @@
struct Input {
[[location(0)]] position: vec4<f32>;
};
struct Output {
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main(in : Input) -> Output {
return Output(in.position);
}

View File

@@ -0,0 +1,25 @@
struct Input {
float4 position;
};
struct Output {
float4 position;
};
struct tint_symbol_2 {
float4 position : TEXCOORD0;
};
struct tint_symbol_3 {
float4 position : SV_Position;
};
Output main_inner(Input tint_symbol) {
const Output tint_symbol_4 = {tint_symbol.position};
return tint_symbol_4;
}
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
const Input tint_symbol_5 = {tint_symbol_1.position};
const Output inner_result = main_inner(tint_symbol_5);
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.position = inner_result.position;
return wrapper_result;
}

View File

@@ -0,0 +1,29 @@
#include <metal_stdlib>
using namespace metal;
struct Input {
float4 position;
};
struct Output {
float4 position;
};
struct tint_symbol_2 {
float4 position [[attribute(0)]];
};
struct tint_symbol_3 {
float4 position [[position]];
};
Output tint_symbol_inner(Input in) {
Output const tint_symbol_4 = {.position=in.position};
return tint_symbol_4;
}
vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
Input const tint_symbol_5 = {.position=tint_symbol_1.position};
Output const inner_result = tint_symbol_inner(tint_symbol_5);
tint_symbol_3 wrapper_result = {};
wrapper_result.position = inner_result.position;
return wrapper_result;
}

View File

@@ -0,0 +1,56 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 28
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Vertex %main "main" %position_1 %position_2 %vertex_point_size
OpName %position_1 "position_1"
OpName %position_2 "position_2"
OpName %vertex_point_size "vertex_point_size"
OpName %Output "Output"
OpMemberName %Output 0 "position"
OpName %Input "Input"
OpMemberName %Input 0 "position"
OpName %main_inner "main_inner"
OpName %in "in"
OpName %main "main"
OpDecorate %position_1 Location 0
OpDecorate %position_2 BuiltIn Position
OpDecorate %vertex_point_size BuiltIn PointSize
OpMemberDecorate %Output 0 Offset 0
OpMemberDecorate %Input 0 Offset 0
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Input_v4float = OpTypePointer Input %v4float
%position_1 = OpVariable %_ptr_Input_v4float Input
%_ptr_Output_v4float = OpTypePointer Output %v4float
%7 = OpConstantNull %v4float
%position_2 = OpVariable %_ptr_Output_v4float Output %7
%_ptr_Output_float = OpTypePointer Output %float
%10 = OpConstantNull %float
%vertex_point_size = OpVariable %_ptr_Output_float Output %10
%Output = OpTypeStruct %v4float
%Input = OpTypeStruct %v4float
%11 = OpTypeFunction %Output %Input
%void = OpTypeVoid
%19 = OpTypeFunction %void
%float_1 = OpConstant %float 1
%main_inner = OpFunction %Output None %11
%in = OpFunctionParameter %Input
%16 = OpLabel
%17 = OpCompositeExtract %v4float %in 0
%18 = OpCompositeConstruct %Output %17
OpReturnValue %18
OpFunctionEnd
%main = OpFunction %void None %19
%22 = OpLabel
%24 = OpLoad %v4float %position_1
%25 = OpCompositeConstruct %Input %24
%23 = OpFunctionCall %Output %main_inner %25
%26 = OpCompositeExtract %v4float %23 0
OpStore %position_2 %26
OpStore %vertex_point_size %float_1
OpReturn
OpFunctionEnd

View File

@@ -0,0 +1,14 @@
struct Input {
[[location(0)]]
position : vec4<f32>;
};
struct Output {
[[builtin(position)]]
position : vec4<f32>;
};
[[stage(vertex)]]
fn main(in : Input) -> Output {
return Output(in.position);
}