mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-11 23:56:05 +00:00
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>
73 lines
1.8 KiB
GLSL
73 lines
1.8 KiB
GLSL
#version 310 es
|
|
|
|
layout(location = 0) out vec2 texcoords_1;
|
|
struct Uniforms {
|
|
vec2 u_scale;
|
|
vec2 u_offset;
|
|
};
|
|
|
|
layout(binding = 0, std140) uniform uniforms_block_ubo {
|
|
Uniforms inner;
|
|
} uniforms;
|
|
|
|
struct VertexOutputs {
|
|
vec2 texcoords;
|
|
vec4 position;
|
|
};
|
|
|
|
VertexOutputs vs_main(uint VertexIndex) {
|
|
vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
|
|
VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
|
tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f)), 0.0f, 1.0f);
|
|
bool flipY = (uniforms.inner.u_scale.y < 0.0f);
|
|
if (flipY) {
|
|
tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.inner.u_scale) + uniforms.inner.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
|
|
} else {
|
|
tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.inner.u_scale) + uniforms.inner.u_offset);
|
|
}
|
|
return tint_symbol;
|
|
}
|
|
|
|
void main() {
|
|
gl_PointSize = 1.0;
|
|
VertexOutputs inner_result = vs_main(uint(gl_VertexID));
|
|
texcoords_1 = inner_result.texcoords;
|
|
gl_Position = inner_result.position;
|
|
gl_Position.y = -(gl_Position.y);
|
|
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
|
|
return;
|
|
}
|
|
#version 310 es
|
|
precision mediump float;
|
|
|
|
bool tint_discarded = false;
|
|
layout(location = 0) in vec2 texcoord_1;
|
|
layout(location = 0) out vec4 value;
|
|
struct Uniforms {
|
|
vec2 u_scale;
|
|
vec2 u_offset;
|
|
};
|
|
|
|
struct VertexOutputs {
|
|
vec2 texcoords;
|
|
vec4 position;
|
|
};
|
|
|
|
vec4 fs_main(vec2 texcoord) {
|
|
vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f), vec2(1.0f));
|
|
if (!(all(equal(clampedTexcoord, texcoord)))) {
|
|
tint_discarded = true;
|
|
}
|
|
vec4 srcColor = vec4(0.0f);
|
|
return srcColor;
|
|
}
|
|
|
|
void main() {
|
|
vec4 inner_result = fs_main(texcoord_1);
|
|
value = inner_result;
|
|
if (tint_discarded) {
|
|
discard;
|
|
}
|
|
return;
|
|
}
|