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Reland "HLSL: force FXC to never unroll loops"
Now that I've landed this change to Dawn to disable FXC optimizations: https://dawn-review.googlesource.com/c/dawn/+/70700,, we can reland this change. The Tint-into-Dawn roll was failing because FXC would miscompile certain loops into infinite loops when not unrolled. Also reland test/bug/fxc/gradient_in_varying_loop/1112.wgsl.expected.hlsl Bug: tint:1112 Bug: dawn:1203 Change-Id: I641d68864b833e0fbe3b117d397b89ae96482536 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/71000 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
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Tint LUCI CQ
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commit
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@@ -16,7 +16,7 @@ typedef int4 tint_symbol_11_ret[4];
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tint_symbol_11_ret tint_symbol_11(ByteAddressBuffer buffer, uint offset) {
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int4 arr_1[4] = (int4[4])0;
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{
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for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
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[loop] for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
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arr_1[i_1] = asint(buffer.Load4((offset + (i_1 * 16u))));
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}
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}
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@@ -18,7 +18,7 @@ void tint_symbol_9(RWByteAddressBuffer buffer, uint offset, float3x2 value) {
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void tint_symbol_11(RWByteAddressBuffer buffer, uint offset, int4 value[4]) {
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int4 array[4] = value;
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{
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for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
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[loop] for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
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buffer.Store4((offset + (i_1 * 16u)), asuint(array[i_1]));
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}
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}
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