dawn-cmake/test/tint/bug/tint/1113.wgsl.expected.wgsl

154 lines
4.4 KiB
WebGPU Shading Language

struct Uniforms {
numTriangles : u32,
gridSize : u32,
pad1 : u32,
pad2 : u32,
bbMin : vec3<f32>,
bbMax : vec3<f32>,
}
struct Dbg {
offsetCounter : atomic<u32>,
pad0 : u32,
pad1 : u32,
pad2 : u32,
value0 : u32,
value1 : u32,
value2 : u32,
value3 : u32,
value_f32_0 : f32,
value_f32_1 : f32,
value_f32_2 : f32,
value_f32_3 : f32,
}
struct F32s {
values : array<f32>,
}
struct U32s {
values : array<u32>,
}
struct I32s {
values : array<i32>,
}
struct AU32s {
values : array<atomic<u32>>,
}
struct AI32s {
values : array<atomic<i32>>,
}
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
@binding(10) @group(0) var<storage, read_write> indices : U32s;
@binding(11) @group(0) var<storage, read_write> positions : F32s;
@binding(20) @group(0) var<storage, read_write> counters : AU32s;
@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
var bbMax = vec3<f32>(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
var bbSize = (bbMax - bbMin);
var cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
var gridSize = f32(uniforms.gridSize);
var gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
var gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
var gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
return vec3<f32>(gx, gy, gz);
}
fn toIndex1D(gridSize : u32, voxelPos : vec3<f32>) -> u32 {
var icoord = vec3<u32>(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
fn toIndex3D(gridSize : u32, index : u32) -> vec3<u32> {
var z = (index / (gridSize * gridSize));
var y = ((index - ((gridSize * gridSize) * z)) / gridSize);
var x = (index % gridSize);
return vec3<u32>(x, y, z);
}
fn loadPosition(vertexIndex : u32) -> vec3<f32> {
var position = vec3<f32>(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
return position;
}
fn doIgnore() {
var g42 = uniforms.numTriangles;
var kj6 = dbg.value1;
var b53 = atomicLoad(&(counters.values[0]));
var rwg = indices.values[0];
var rb5 = positions.values[0];
var g55 = atomicLoad(&(LUT.values[0]));
}
@compute @workgroup_size(128)
fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
doIgnore();
var i0 = indices.values[((3u * triangleIndex) + 0u)];
var i1 = indices.values[((3u * triangleIndex) + 1u)];
var i2 = indices.values[((3u * triangleIndex) + 2u)];
var p0 = loadPosition(i0);
var p1 = loadPosition(i1);
var p2 = loadPosition(i2);
var center = (((p0 + p1) + p2) / 3.0);
var voxelPos = toVoxelPos(center);
var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
var acefg = atomicAdd(&(counters.values[voxelIndex]), 1u);
if ((triangleIndex == 0u)) {
dbg.value0 = uniforms.gridSize;
dbg.value_f32_0 = center.x;
dbg.value_f32_1 = center.y;
dbg.value_f32_2 = center.z;
}
}
@compute @workgroup_size(128)
fn main_create_lut(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var voxelIndex = GlobalInvocationID.x;
doIgnore();
var maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize);
if ((voxelIndex >= maxVoxels)) {
return;
}
var numTriangles = atomicLoad(&(counters.values[voxelIndex]));
var offset = -(1);
if ((numTriangles > 0u)) {
offset = i32(atomicAdd(&(dbg.offsetCounter), numTriangles));
}
atomicStore(&(LUT.values[voxelIndex]), offset);
}
@compute @workgroup_size(128)
fn main_sort_triangles(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var triangleIndex = GlobalInvocationID.x;
doIgnore();
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
var i0 = indices.values[((3u * triangleIndex) + 0u)];
var i1 = indices.values[((3u * triangleIndex) + 1u)];
var i2 = indices.values[((3u * triangleIndex) + 2u)];
var p0 = loadPosition(i0);
var p1 = loadPosition(i1);
var p2 = loadPosition(i2);
var center = (((p0 + p1) + p2) / 3.0);
var voxelPos = toVoxelPos(center);
var voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
var triangleOffset = atomicAdd(&(LUT.values[voxelIndex]), 1);
}