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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>
53 lines
2.5 KiB
Plaintext
53 lines
2.5 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ uint dstTextureFlipY;
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/* 0x0004 */ uint channelCount;
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/* 0x0008 */ packed_uint2 srcCopyOrigin;
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/* 0x0010 */ packed_uint2 dstCopyOrigin;
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/* 0x0018 */ packed_uint2 copySize;
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};
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struct OutputBuf {
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/* 0x0000 */ uint result[1];
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};
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bool aboutEqual(float value, float expect) {
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return (fabs((value - expect)) < 0.001f);
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}
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void tint_symbol_inner(constant Uniforms& uniforms, device OutputBuf& output, uint3 GlobalInvocationID, texture2d<float, access::sample> tint_symbol_1, texture2d<float, access::sample> tint_symbol_2) {
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int2 const srcSize = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height());
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int2 const dstSize = int2(tint_symbol_2.get_width(), tint_symbol_2.get_height());
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uint2 const dstTexCoord = uint2(GlobalInvocationID.xy);
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float4 const nonCoveredColor = float4(0.0f, 1.0f, 0.0f, 1.0f);
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bool success = true;
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if (((((dstTexCoord.x < uniforms.dstCopyOrigin.x) || (dstTexCoord.y < uniforms.dstCopyOrigin.y)) || (dstTexCoord.x >= (uniforms.dstCopyOrigin.x + uniforms.copySize.x))) || (dstTexCoord.y >= (uniforms.dstCopyOrigin.y + uniforms.copySize.y)))) {
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success = (success && all((tint_symbol_2.read(uint2(int2(dstTexCoord)), 0) == nonCoveredColor)));
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} else {
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uint2 srcTexCoord = ((dstTexCoord - uniforms.dstCopyOrigin) + uniforms.srcCopyOrigin);
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if ((uniforms.dstTextureFlipY == 1u)) {
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srcTexCoord.y = ((uint(srcSize.y) - srcTexCoord.y) - 1u);
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}
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float4 const srcColor = tint_symbol_1.read(uint2(int2(srcTexCoord)), 0);
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float4 const dstColor = tint_symbol_2.read(uint2(int2(dstTexCoord)), 0);
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if ((uniforms.channelCount == 2u)) {
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success = ((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g));
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} else {
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success = ((((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g)) && aboutEqual(dstColor.b, srcColor.b)) && aboutEqual(dstColor.a, srcColor.a));
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}
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}
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uint const outputIndex = ((GlobalInvocationID.y * uint(dstSize.x)) + GlobalInvocationID.x);
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if (success) {
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output.result[outputIndex] = 1u;
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} else {
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output.result[outputIndex] = 0u;
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}
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}
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kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], texture2d<float, access::sample> tint_symbol_4 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], device OutputBuf& output [[buffer(2)]]) {
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tint_symbol_inner(uniforms, output, GlobalInvocationID, tint_symbol_3, tint_symbol_4);
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return;
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}
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