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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>
77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct PointLight {
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/* 0x0000 */ packed_float4 position;
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};
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struct PointLights {
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/* 0x0000 */ PointLight values[1];
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};
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struct Uniforms {
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/* 0x0000 */ float4x4 worldView;
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/* 0x0040 */ float4x4 proj;
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/* 0x0080 */ uint numPointLights;
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/* 0x0084 */ uint color_source;
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/* 0x0088 */ int8_t tint_pad[8];
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/* 0x0090 */ packed_float4 color;
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};
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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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struct tint_symbol_3 {
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float4 view_position [[user(locn0)]];
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float4 normal [[user(locn1)]];
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float2 uv [[user(locn2)]];
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float4 color [[user(locn3)]];
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};
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struct tint_symbol_4 {
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float4 color [[color(0)]];
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};
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float4 getColor(constant Uniforms& uniforms, FragmentInput tint_symbol, texture2d<float, access::sample> tint_symbol_6, sampler tint_symbol_7) {
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float4 color = 0.0f;
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if ((uniforms.color_source == 0u)) {
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color = tint_symbol.color;
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} else {
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if ((uniforms.color_source == 1u)) {
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color = tint_symbol.normal;
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color.a = 1.0f;
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} else {
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if ((uniforms.color_source == 2u)) {
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color = uniforms.color;
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} else {
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if ((uniforms.color_source == 3u)) {
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color = tint_symbol_6.sample(tint_symbol_7, tint_symbol.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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FragmentOutput tint_symbol_1_inner(constant Uniforms& uniforms, const device PointLights& pointLights, FragmentInput tint_symbol, sampler tint_symbol_8, texture2d<float, access::sample> tint_symbol_9) {
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FragmentOutput output = {};
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output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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(void) uniforms;
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(void) tint_symbol_8;
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(void) tint_symbol_9;
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(void) pointLights;
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return output;
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}
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fragment tint_symbol_4 tint_symbol_1(sampler tint_symbol_10 [[sampler(2)]], texture2d<float, access::sample> tint_symbol_11 [[texture(3)]], float4 position [[position]], tint_symbol_3 tint_symbol_2 [[stage_in]], constant Uniforms& uniforms [[buffer(0)]], const device PointLights& pointLights [[buffer(1)]]) {
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FragmentInput const tint_symbol_5 = {.position=position, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color};
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FragmentOutput const inner_result = tint_symbol_1_inner(uniforms, pointLights, tint_symbol_5, tint_symbol_10, tint_symbol_11);
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tint_symbol_4 wrapper_result = {};
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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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