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This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
13 lines
232 B
WebGPU Shading Language
13 lines
232 B
WebGPU Shading Language
struct FragIn {
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[[location(0)]] a : f32;
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[[builtin(sample_mask)]] mask : u32;
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};
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[[stage(fragment)]]
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fn main(in : FragIn, [[location(1)]] b : f32) -> FragIn {
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if (in.mask == 0u) {
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return in;
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}
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return FragIn(b, 1u);
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}
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