mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-12 16:15:55 +00:00
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>
31 lines
1.1 KiB
HLSL
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;
|
|
}
|