dawn-cmake/test/tint/buffer/storage/dynamic_index/read.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

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#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 */ 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 */ tint_array<int8_t, 8> tint_pad;
/* 0x0070 */ tint_array<int4, 4> i;
};
struct S {
/* 0x0000 */ tint_array<Inner, 1> arr;
};
void tint_symbol_inner(uint idx, const device S* const tint_symbol_1) {
int3 const a = int3((*(tint_symbol_1)).arr[idx].a);
int const b = (*(tint_symbol_1)).arr[idx].b;
uint3 const c = uint3((*(tint_symbol_1)).arr[idx].c);
uint const d = (*(tint_symbol_1)).arr[idx].d;
float3 const e = float3((*(tint_symbol_1)).arr[idx].e);
float const f = (*(tint_symbol_1)).arr[idx].f;
float2x3 const g = (*(tint_symbol_1)).arr[idx].g;
float3x2 const h = (*(tint_symbol_1)).arr[idx].h;
tint_array<int4, 4> const i = (*(tint_symbol_1)).arr[idx].i;
}
kernel void tint_symbol(const device S* tint_symbol_2 [[buffer(0)]], uint idx [[thread_index_in_threadgroup]]) {
tint_symbol_inner(idx, tint_symbol_2);
return;
}