dawn-cmake/test/tint/buffer/storage/static_index/write.wgsl.expected.msl
Ben Clayton a92f4259d5 tint/writer/msl: Move packed_vector hacks to transform
Attempting to paper over all the MSL standard library holes for packed_vector in the MSL writer added complexity to the writer, produced messy output, and didn't actually catch all the cases where casts were needed.

Add a new PackedVec3 transform that applies the packed_vector -> vec casts in a smarter, more precise way.

Fixed: tint:1534
Change-Id: I73ce7e5a62fbc9cb04e1093133070f5fb8965dce
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107340
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Ben Clayton <bclayton@chromium.org>
2022-10-27 14:36:49 +00:00

51 lines
1.6 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct Inner {
/* 0x0000 */ int x;
};
struct S {
/* 0x0000 */ packed_int3 a;
/* 0x000c */ int b;
/* 0x0010 */ packed_uint3 c;
/* 0x001c */ uint d;
/* 0x0020 */ packed_float3 e;
/* 0x002c */ float f;
/* 0x0030 */ float2x3 g;
/* 0x0050 */ float3x2 h;
/* 0x0068 */ Inner i;
/* 0x006c */ tint_array<Inner, 4> j;
/* 0x007c */ tint_array<int8_t, 4> tint_pad;
};
kernel void tint_symbol(device S* tint_symbol_3 [[buffer(0)]]) {
(*(tint_symbol_3)).a = int3(0);
(*(tint_symbol_3)).b = 0;
(*(tint_symbol_3)).c = uint3(0u);
(*(tint_symbol_3)).d = 0u;
(*(tint_symbol_3)).e = float3(0.0f);
(*(tint_symbol_3)).f = 0.0f;
(*(tint_symbol_3)).g = float2x3(float3(0.0f), float3(0.0f));
(*(tint_symbol_3)).h = float3x2(float2(0.0f), float2(0.0f), float2(0.0f));
Inner const tint_symbol_1 = Inner{};
(*(tint_symbol_3)).i = tint_symbol_1;
tint_array<Inner, 4> const tint_symbol_2 = tint_array<Inner, 4>{};
(*(tint_symbol_3)).j = tint_symbol_2;
return;
}