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msl: Handle buffer variables in transform
This removes a lot of awkward logic from the MSL writer, and means that we now handle all module-scope variables with the same transform. Change-Id: I782e36a4b88dafbc3f8364f7caa7f95c6ae3f5f1 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/67643 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
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@@ -36,20 +36,20 @@ struct S {
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/* 0x0000 */ tint_array_wrapper_1 arr;
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};
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void tint_symbol_inner(constant S& s, uint idx) {
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int3 const a = s.arr.arr[idx].a;
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int const b = s.arr.arr[idx].b;
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uint3 const c = s.arr.arr[idx].c;
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uint const d = s.arr.arr[idx].d;
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float3 const e = s.arr.arr[idx].e;
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float const f = s.arr.arr[idx].f;
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int2 const g = s.arr.arr[idx].g;
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int2 const h = s.arr.arr[idx].h;
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float2x3 const i = s.arr.arr[idx].i;
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void tint_symbol_inner(uint idx, const constant S* const tint_symbol_1) {
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int3 const a = (*(tint_symbol_1)).arr.arr[idx].a;
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int const b = (*(tint_symbol_1)).arr.arr[idx].b;
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uint3 const c = (*(tint_symbol_1)).arr.arr[idx].c;
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uint const d = (*(tint_symbol_1)).arr.arr[idx].d;
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float3 const e = (*(tint_symbol_1)).arr.arr[idx].e;
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float const f = (*(tint_symbol_1)).arr.arr[idx].f;
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int2 const g = (*(tint_symbol_1)).arr.arr[idx].g;
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int2 const h = (*(tint_symbol_1)).arr.arr[idx].h;
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float2x3 const i = (*(tint_symbol_1)).arr.arr[idx].i;
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}
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kernel void tint_symbol(uint idx [[thread_index_in_threadgroup]], constant S& s [[buffer(0)]]) {
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tint_symbol_inner(s, idx);
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kernel void tint_symbol(const constant S* tint_symbol_2 [[buffer(0)]], uint idx [[thread_index_in_threadgroup]]) {
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tint_symbol_inner(idx, tint_symbol_2);
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return;
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}
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