dawn-cmake/test/buffer/uniform/dynamic_index/read.wgsl.expected.hlsl
James Price a5d73ce965 transform/shader_io: Generate a wrapper function
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>
2021-08-04 22:15:28 +00:00

42 lines
1.6 KiB
HLSL

cbuffer cbuffer_s : register(b0, space0) {
uint4 s[96];
};
struct tint_symbol_1 {
uint idx : SV_GroupIndex;
};
float2x3 tint_symbol_9(uint4 buffer[96], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
return float2x3(asfloat(buffer[scalar_offset / 4].xyz), asfloat(buffer[scalar_offset_1 / 4].xyz));
}
void main_inner(uint idx) {
const uint scalar_offset_2 = ((192u * idx)) / 4;
const int3 a = asint(s[scalar_offset_2 / 4].xyz);
const uint scalar_offset_3 = (((192u * idx) + 12u)) / 4;
const int b = asint(s[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const uint scalar_offset_4 = (((192u * idx) + 16u)) / 4;
const uint3 c = s[scalar_offset_4 / 4].xyz;
const uint scalar_offset_5 = (((192u * idx) + 28u)) / 4;
const uint d = s[scalar_offset_5 / 4][scalar_offset_5 % 4];
const uint scalar_offset_6 = (((192u * idx) + 32u)) / 4;
const float3 e = asfloat(s[scalar_offset_6 / 4].xyz);
const uint scalar_offset_7 = (((192u * idx) + 44u)) / 4;
const float f = asfloat(s[scalar_offset_7 / 4][scalar_offset_7 % 4]);
const uint scalar_offset_8 = (((192u * idx) + 48u)) / 4;
uint4 ubo_load = s[scalar_offset_8 / 4];
const int2 g = asint(((scalar_offset_8 & 2) ? ubo_load.zw : ubo_load.xy));
const uint scalar_offset_9 = (((192u * idx) + 56u)) / 4;
uint4 ubo_load_1 = s[scalar_offset_9 / 4];
const int2 h = asint(((scalar_offset_9 & 2) ? ubo_load_1.zw : ubo_load_1.xy));
const float2x3 i = tint_symbol_9(s, ((192u * idx) + 64u));
}
[numthreads(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.idx);
return;
}