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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>
32 lines
1.2 KiB
Plaintext
32 lines
1.2 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ packed_uint2 aShape;
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/* 0x0008 */ packed_uint2 bShape;
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/* 0x0010 */ packed_uint2 outShape;
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};
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struct Matrix {
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/* 0x0000 */ uint numbers[1];
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};
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void tint_symbol_inner(constant Uniforms& uniforms, const device Matrix& firstMatrix, const device Matrix& secondMatrix, device Matrix& resultMatrix, uint3 global_id) {
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uint2 const resultCell = uint2(global_id.y, global_id.x);
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uint const dimInner = uniforms.aShape.y;
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uint const dimOutter = uniforms.outShape.y;
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uint result = 0u;
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for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
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uint const a = (i + (resultCell.x * dimInner));
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uint const b = (resultCell.y + (i * dimOutter));
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result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b]));
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}
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uint const index = (resultCell.y + (resultCell.x * dimOutter));
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resultMatrix.numbers[index] = result;
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}
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kernel void tint_symbol(uint3 global_id [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], const device Matrix& firstMatrix [[buffer(0)]], const device Matrix& secondMatrix [[buffer(1)]], device Matrix& resultMatrix [[buffer(2)]]) {
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tint_symbol_inner(uniforms, firstMatrix, secondMatrix, resultMatrix, global_id);
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return;
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}
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