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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>
68 lines
1.7 KiB
HLSL
68 lines
1.7 KiB
HLSL
cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[10];
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};
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ByteAddressBuffer pointLights : register(t1, space0);
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SamplerState mySampler : register(s2, space0);
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Texture2D<float4> myTexture : register(t3, space0);
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struct FragmentInput {
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float4 position;
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float4 view_position;
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float4 normal;
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float2 uv;
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float4 color;
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};
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struct FragmentOutput {
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float4 color;
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};
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float4 getColor(FragmentInput fragment) {
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float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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if ((uniforms[8].y == 0u)) {
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color = fragment.color;
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} else {
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if ((uniforms[8].y == 1u)) {
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color = fragment.normal;
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color.a = 1.0f;
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} else {
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if ((uniforms[8].y == 2u)) {
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color = asfloat(uniforms[9]);
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} else {
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if ((uniforms[8].y == 3u)) {
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color = myTexture.Sample(mySampler, fragment.uv);
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}
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}
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}
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}
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return color;
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}
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struct tint_symbol_1 {
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float4 view_position : TEXCOORD0;
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float4 normal : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 color : TEXCOORD3;
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float4 position : SV_Position;
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};
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struct tint_symbol_2 {
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float4 color : SV_Target0;
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};
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FragmentOutput main_inner(FragmentInput fragment) {
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FragmentOutput output = (FragmentOutput)0;
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output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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uniforms;
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mySampler;
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myTexture;
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pointLights;
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return output;
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}
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const FragmentInput tint_symbol_5 = {tint_symbol.position, tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color};
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const FragmentOutput inner_result = main_inner(tint_symbol_5);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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