dawn-cmake/test/bug/tint/824.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

31 lines
1.1 KiB
HLSL

struct Output {
float4 Position;
float4 color;
};
struct tint_symbol_1 {
uint VertexIndex : SV_VertexID;
uint InstanceIndex : SV_InstanceID;
};
struct tint_symbol_2 {
float4 color : TEXCOORD0;
float4 Position : SV_Position;
};
Output main_inner(uint VertexIndex, uint InstanceIndex) {
float2 zv[4] = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)};
const float z = zv[InstanceIndex].x;
Output output = (Output)0;
output.Position = float4(0.5f, 0.5f, z, 1.0f);
float4 colors[4] = {float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)};
output.color = colors[InstanceIndex];
return output;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const Output inner_result = main_inner(tint_symbol.VertexIndex, tint_symbol.InstanceIndex);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.Position = inner_result.Position;
wrapper_result.color = inner_result.color;
return wrapper_result;
}