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https://github.com/encounter/dawn-cmake.git
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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>
66 lines
1.5 KiB
HLSL
66 lines
1.5 KiB
HLSL
RWByteAddressBuffer x_16 : register(u0, space0);
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ByteAddressBuffer x_20 : register(t1, space0);
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static uint3 gl_GlobalInvocationID = uint3(0u, 0u, 0u);
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cbuffer cbuffer_x_24 : register(b2, space0) {
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uint4 x_24[2];
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};
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float getAAtOutCoords_() {
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const uint x_42 = gl_GlobalInvocationID.x;
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const float x_44 = asfloat(x_20.Load((4u * x_42)));
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return x_44;
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}
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float unaryOperation_f1_(inout float a) {
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const float x_47 = a;
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if ((x_47 < 0.0f)) {
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return asfloat(0x7f800000u);
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}
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const float x_55 = a;
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return log(x_55);
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}
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void setOutput_i1_f1_(inout int flatIndex, inout float value) {
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const int x_27 = flatIndex;
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const float x_28 = value;
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x_16.Store((4u * uint(x_27)), asuint(x_28));
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return;
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}
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void main_1() {
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int index = 0;
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float a_1 = 0.0f;
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float param = 0.0f;
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int param_1 = 0;
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float param_2 = 0.0f;
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const uint x_61 = gl_GlobalInvocationID.x;
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index = asint(x_61);
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const int x_63 = index;
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const int x_70 = asint(x_24[1].x);
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if ((x_63 < x_70)) {
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const float x_75 = getAAtOutCoords_();
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a_1 = x_75;
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param = a_1;
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const float x_78 = unaryOperation_f1_(param);
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param_1 = index;
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param_2 = x_78;
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setOutput_i1_f1_(param_1, param_2);
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}
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return;
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}
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struct tint_symbol_1 {
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uint3 gl_GlobalInvocationID_param : SV_DispatchThreadID;
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};
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void main_inner(uint3 gl_GlobalInvocationID_param) {
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gl_GlobalInvocationID = gl_GlobalInvocationID_param;
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main_1();
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}
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[numthreads(128, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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main_inner(tint_symbol.gl_GlobalInvocationID_param);
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return;
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}
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