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This transform converts all separate texture/sampler references in a program into combined texture/samplers. This is required for GLSL, which does not support separate texture/samplers. As input, the transform requires a map from the unique sampler/texture pairs previously gathered by the Resolver to strings, which will be used as the names of the newly-generated combined samplers. Note that binding points are unused by GLSL, and so are set to (0, 0) with collision detection disabled. All function signatures containing textures or samplers are rewritten, as well as function calls and texture intrinsic calls. For texture intrinsic calls, a placeholder sampler is used to satisfy the subsequent Resolver pass (GLSL texture intrinsics do not require a separate sampler, but WGSL intrinsics do). The placeholder is also used if the shader contains only texture references (e.g., textureLoad). Bug: tint:1366 Change-Id: Iff8407d28fdc2a8adac5cb655707a08c8553c389 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77080 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
78 lines
1.3 KiB
GLSL
78 lines
1.3 KiB
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0_1;
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void textureDimensions_cec841() {
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ivec2 res = textureSize(arg_0_1, 0).xy;
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}
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struct tint_symbol {
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vec4 value;
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};
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vec4 vertex_main_inner() {
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textureDimensions_cec841();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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vec4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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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 main() {
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tint_symbol outputs;
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outputs = vertex_main();
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gl_Position = outputs.value;
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gl_Position.y = -gl_Position.y;
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}
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#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0_1;
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void textureDimensions_cec841() {
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ivec2 res = textureSize(arg_0_1, 0).xy;
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}
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struct tint_symbol {
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vec4 value;
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};
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void fragment_main() {
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textureDimensions_cec841();
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return;
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}
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void main() {
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fragment_main();
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}
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#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0_1;
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void textureDimensions_cec841() {
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ivec2 res = textureSize(arg_0_1, 0).xy;
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}
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struct tint_symbol {
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vec4 value;
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};
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void compute_main() {
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textureDimensions_cec841();
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return;
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}
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void main() {
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compute_main();
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}
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