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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>
63 lines
3.1 KiB
Plaintext
63 lines
3.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Params {
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/* 0x0000 */ uint filterDim;
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/* 0x0004 */ uint blockDim;
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};
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struct Flip {
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/* 0x0000 */ uint value;
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};
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struct tint_array_wrapper_1 {
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float3 arr[256];
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};
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struct tint_array_wrapper {
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tint_array_wrapper_1 arr[4];
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};
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void tint_symbol_inner(constant Params& params, constant Flip& flip, uint3 WorkGroupID, uint3 LocalInvocationID, uint local_invocation_index, threadgroup tint_array_wrapper* const tint_symbol_1, texture2d<float, access::sample> tint_symbol_2, sampler tint_symbol_3, texture2d<float, access::write> tint_symbol_4) {
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for(uint idx = local_invocation_index; (idx < 1024u); idx = (idx + 64u)) {
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uint const i_1 = (idx / 256u);
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uint const i_2 = (idx % 256u);
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(*(tint_symbol_1)).arr[i_1].arr[i_2] = float3();
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}
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threadgroup_barrier(mem_flags::mem_threadgroup);
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uint const filterOffset = ((params.filterDim - 1u) / 2u);
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int2 const dims = int2(tint_symbol_2.get_width(0), tint_symbol_2.get_height(0));
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int2 const baseIndex = as_type<int2>((as_type<uint2>(int2(((WorkGroupID.xy * uint2(params.blockDim, 4u)) + (LocalInvocationID.xy * uint2(4u, 1u))))) - as_type<uint2>(int2(int(filterOffset), 0))));
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for(uint r = 0u; (r < 4u); r = (r + 1u)) {
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for(uint c = 0u; (c < 4u); c = (c + 1u)) {
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int2 loadIndex = as_type<int2>((as_type<uint2>(baseIndex) + as_type<uint2>(int2(int(c), int(r)))));
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if ((flip.value != 0u)) {
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loadIndex = loadIndex.yx;
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}
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(*(tint_symbol_1)).arr[r].arr[((4u * LocalInvocationID.x) + c)] = tint_symbol_2.sample(tint_symbol_3, ((float2(loadIndex) + float2(0.25f, 0.25f)) / float2(dims)), level(0.0f)).rgb;
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}
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}
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threadgroup_barrier(mem_flags::mem_threadgroup);
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for(uint r = 0u; (r < 4u); r = (r + 1u)) {
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for(uint c = 0u; (c < 4u); c = (c + 1u)) {
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int2 writeIndex = as_type<int2>((as_type<uint2>(baseIndex) + as_type<uint2>(int2(int(c), int(r)))));
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if ((flip.value != 0u)) {
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writeIndex = writeIndex.yx;
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}
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uint const center = ((4u * LocalInvocationID.x) + c);
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if ((((center >= filterOffset) && (center < (256u - filterOffset))) && all((writeIndex < dims)))) {
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float3 acc = float3(0.0f, 0.0f, 0.0f);
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for(uint f = 0u; (f < params.filterDim); f = (f + 1u)) {
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uint i = ((center + f) - filterOffset);
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acc = (acc + ((1.0f / float(params.filterDim)) * (*(tint_symbol_1)).arr[r].arr[i]));
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}
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tint_symbol_4.write(float4(acc, 1.0f), uint2(writeIndex));
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}
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}
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}
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}
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kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_6 [[texture(1)]], sampler tint_symbol_7 [[sampler(0)]], texture2d<float, access::write> tint_symbol_8 [[texture(2)]], uint3 WorkGroupID [[threadgroup_position_in_grid]], uint3 LocalInvocationID [[thread_position_in_threadgroup]], uint local_invocation_index [[thread_index_in_threadgroup]], constant Params& params [[buffer(1)]], constant Flip& flip [[buffer(3)]]) {
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threadgroup tint_array_wrapper tint_symbol_5;
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tint_symbol_inner(params, flip, WorkGroupID, LocalInvocationID, local_invocation_index, &(tint_symbol_5), tint_symbol_6, tint_symbol_7, tint_symbol_8);
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return;
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}
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