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This transform breaks up matNx2<f32> matrices used in uniform buffers into column vectors, which fixes std140 layout rules. Used by the SPIR-V and GLSL backends. Re-enable tests that were disabled for these cases. Bug: tint:1632 Change-Id: I596d016582b4189a0b413d762b3e7eabd3504b22 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/100907 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org> Commit-Queue: Ben Clayton <bclayton@chromium.org>
24 lines
992 B
HLSL
24 lines
992 B
HLSL
cbuffer cbuffer_u : register(b0, space0) {
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uint4 u[12];
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};
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float4x2 tint_symbol(uint4 buffer[12], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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uint4 ubo_load = buffer[scalar_offset / 4];
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const uint scalar_offset_1 = ((offset + 8u)) / 4;
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uint4 ubo_load_1 = buffer[scalar_offset_1 / 4];
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const uint scalar_offset_2 = ((offset + 16u)) / 4;
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uint4 ubo_load_2 = buffer[scalar_offset_2 / 4];
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const uint scalar_offset_3 = ((offset + 24u)) / 4;
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uint4 ubo_load_3 = buffer[scalar_offset_3 / 4];
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return float4x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy)), asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)), asfloat(((scalar_offset_3 & 2) ? ubo_load_3.zw : ubo_load_3.xy)));
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}
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[numthreads(1, 1, 1)]
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void f() {
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const float2x4 t = transpose(tint_symbol(u, 104u));
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const float l = length(asfloat(u[1].xy).yx);
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const float a = abs(asfloat(u[1].xy).yx.x);
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return;
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}
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