dawn-cmake/test/bug/tint/744.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

33 lines
996 B
HLSL

ByteAddressBuffer firstMatrix : register(t0, space0);
ByteAddressBuffer secondMatrix : register(t1, space0);
RWByteAddressBuffer resultMatrix : register(u2, space0);
cbuffer cbuffer_uniforms : register(b3, space0) {
uint4 uniforms[2];
};
struct tint_symbol_1 {
uint3 global_id : SV_DispatchThreadID;
};
void main_inner(uint3 global_id) {
const uint2 resultCell = uint2(global_id.y, global_id.x);
const uint dimInner = uniforms[0].y;
const uint dimOutter = uniforms[1].y;
uint result = 0u;
{
for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
const uint a = (i + (resultCell.x * dimInner));
const uint b = (resultCell.y + (i * dimOutter));
result = (result + (firstMatrix.Load((4u * a)) * secondMatrix.Load((4u * b))));
}
}
const uint index = (resultCell.y + (resultCell.x * dimOutter));
resultMatrix.Store((4u * index), asuint(result));
}
[numthreads(2, 2, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.global_id);
return;
}