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