mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-19 04:53:39 +00:00
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>
42 lines
1.6 KiB
HLSL
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;
|
|
}
|