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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>
25 lines
692 B
HLSL
25 lines
692 B
HLSL
struct VertexInputs {
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uint vertex_index;
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uint instance_index;
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};
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struct tint_symbol_1 {
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uint vertex_index : SV_VertexID;
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uint instance_index : SV_InstanceID;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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float4 main_inner(VertexInputs inputs) {
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const uint foo = (inputs.vertex_index + inputs.instance_index);
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const VertexInputs tint_symbol_3 = {tint_symbol.vertex_index, tint_symbol.instance_index};
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const float4 inner_result = main_inner(tint_symbol_3);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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