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Discard statements no longer affect the behavior or uniformity analysis. Update the resolver, validator, and several tests to reflect this. Some E2E tests were removed as they had loops that are now considered to be infinite. Use the DemoteToHelper transform to emulate the correct semantics on platforms where discard is (or may) terminate the invocation in a manner that would affect derivative operations. We no longer need the UnwindDiscardFunctions transform for HLSL, which already implements the correct semantics. However, we still run the DemoteToHelper transform for the HLSL backend due to issues with FXC's handling of discard statements (see crbug.com/tint/1118). Fixed: tint:1723 Change-Id: Ib49ff187919ae81c4af8675e1b66acd57e2ff7d2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/109003 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com>
68 lines
2.0 KiB
HLSL
68 lines
2.0 KiB
HLSL
static bool tint_discarded = false;
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cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[1];
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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};
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struct tint_symbol_2 {
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float2 texcoords : TEXCOORD0;
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float4 position : SV_Position;
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};
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VertexOutputs vs_main_inner(uint VertexIndex) {
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float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
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VertexOutputs output = (VertexOutputs)0;
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output.position = float4(((texcoord[VertexIndex] * 2.0f) - (1.0f).xx), 0.0f, 1.0f);
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bool flipY = (asfloat(uniforms[0].y) < 0.0f);
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if (flipY) {
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output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
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}
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return output;
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}
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tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
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const VertexOutputs inner_result = vs_main_inner(tint_symbol.VertexIndex);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.texcoords = inner_result.texcoords;
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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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SamplerState mySampler : register(s1, space0);
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Texture2D<float4> myTexture : register(t2, space0);
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struct tint_symbol_4 {
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float2 texcoord : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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float4 fs_main_inner(float2 texcoord) {
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float2 clampedTexcoord = clamp(texcoord, (0.0f).xx, (1.0f).xx);
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if (!(all((clampedTexcoord == texcoord)))) {
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tint_discarded = true;
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}
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float4 srcColor = (0.0f).xxxx;
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return srcColor;
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}
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tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
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const float4 inner_result_1 = fs_main_inner(tint_symbol_3.texcoord);
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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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if (tint_discarded) {
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discard;
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}
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return wrapper_result_1;
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}
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