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This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
24 lines
699 B
Plaintext
24 lines
699 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragmentInputs {
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float4 position;
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bool front_facing;
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uint sample_index;
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uint sample_mask;
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};
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void tint_symbol_inner(FragmentInputs inputs) {
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if (inputs.front_facing) {
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float4 const foo = inputs.position;
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uint const bar = (inputs.sample_index + inputs.sample_mask);
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}
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}
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fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint sample_mask [[sample_mask]]) {
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FragmentInputs const tint_symbol_1 = {.position=position, .front_facing=front_facing, .sample_index=sample_index, .sample_mask=sample_mask};
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tint_symbol_inner(tint_symbol_1);
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return;
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}
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