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Replace the ShouldRun() method with Apply() which will do the transformation if it needs to be done, otherwise returns 'SkipTransform'. This reduces a bunch of duplicated scanning between the old ShouldRun() and Transform(). This change also adjusts code style to make the transforms more consistent. Change-Id: I9a6b10cb8b4ed62676b12ef30fb7764d363386c6 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107681 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
43 lines
1.1 KiB
HLSL
43 lines
1.1 KiB
HLSL
float4 tint_textureSampleBaseClampToEdge(Texture2D<float4> t, SamplerState s, float2 coord) {
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int3 tint_tmp;
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t.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z);
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const float2 dims = float2(tint_tmp.xy);
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const float2 half_texel = ((0.5f).xx / dims);
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const float2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
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return t.SampleLevel(s, clamped, 0.0f);
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}
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Texture2D<float4> arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureSampleBaseClampToEdge_9ca02c() {
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float4 res = tint_textureSampleBaseClampToEdge(arg_0, arg_1, (0.0f).xx);
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureSampleBaseClampToEdge_9ca02c();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)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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void fragment_main() {
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textureSampleBaseClampToEdge_9ca02c();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureSampleBaseClampToEdge_9ca02c();
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return;
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}
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