dawn-cmake/test/bug/tint/534.wgsl.expected.hlsl
Antonio Maiorano 11d09f2fe7 HLSL: force FXC to never unroll loops
Emit the "[loop]" attribute on "for" and "while" so that FXC does not
attempt to unroll them. This is to work around an FXC bug where it fails
to unroll loops with gradient operations.

FXC ostensibly unrolls such loops because gradient operations require
uniform control flow, and loops that have varying iterations may
possibly not be uniform. Tint will eventually validate that control flow
is indeed uniform, so forcing FXC to avoid unrolling in these cases
should be fine.

Bug: tint:1112
Change-Id: I10077f8b62fbbb230a0003f3864c75a8fe0e1d18
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69880
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
2021-11-18 13:50:12 +00:00

57 lines
1.6 KiB
HLSL

void set_uint4(inout uint4 vec, int idx, uint val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
Texture2D<float4> src : register(t0, space0);
Texture2D<float4> tint_symbol : register(t1, space0);
RWByteAddressBuffer output : register(u2, space0);
cbuffer cbuffer_uniforms : register(b3, space0) {
uint4 uniforms[1];
};
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
struct tint_symbol_2 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
void main_inner(uint3 GlobalInvocationID) {
int2 tint_tmp;
src.GetDimensions(tint_tmp.x, tint_tmp.y);
int2 size = tint_tmp;
int2 dstTexCoord = int2(GlobalInvocationID.xy);
int2 srcTexCoord = dstTexCoord;
if ((uniforms[0].x == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
float4 srcColor = src.Load(int3(srcTexCoord, 0));
float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0));
bool success = true;
uint4 srcColorBits = uint4(0u, 0u, 0u, 0u);
uint4 dstColorBits = uint4(dstColor);
{
[loop] for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) {
set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i]));
bool tint_tmp_1 = success;
if (tint_tmp_1) {
tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]);
}
success = (tint_tmp_1);
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
output.Store((4u * outputIndex), asuint(uint(1)));
} else {
output.Store((4u * outputIndex), asuint(uint(0)));
}
}
[numthreads(1, 1, 1)]
void main(tint_symbol_2 tint_symbol_1) {
main_inner(tint_symbol_1.GlobalInvocationID);
return;
}