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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>
23 lines
565 B
HLSL
23 lines
565 B
HLSL
uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) {
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uint original_value = 0;
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buffer.InterlockedAdd(offset, value, original_value);
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return original_value;
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}
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RWByteAddressBuffer drawOut : register(u5, space0);
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static uint cubeVerts = 0u;
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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 computeMain_inner(uint3 global_id) {
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const uint firstVertex = atomicAdd_1(drawOut, 0u, cubeVerts);
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}
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[numthreads(1, 1, 1)]
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void computeMain(tint_symbol_1 tint_symbol) {
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computeMain_inner(tint_symbol.global_id);
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return;
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}
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