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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>
33 lines
651 B
HLSL
33 lines
651 B
HLSL
cbuffer cbuffer_ubo : register(b0, space0) {
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uint4 ubo[1];
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};
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struct S {
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int data[64];
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};
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RWByteAddressBuffer result : register(u1, space0);
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groupshared S s;
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struct tint_symbol_2 {
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uint local_invocation_index : SV_GroupIndex;
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};
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void f_inner(uint local_invocation_index) {
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{
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for(uint idx = local_invocation_index; (idx < 64u); idx = (idx + 1u)) {
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const uint i = idx;
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s.data[i] = 0;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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s.data[asint(ubo[0].x)] = 1;
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result.Store(0u, asuint(s.data[3]));
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}
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[numthreads(1, 1, 1)]
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void f(tint_symbol_2 tint_symbol_1) {
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f_inner(tint_symbol_1.local_invocation_index);
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return;
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}
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