dawn-cmake/test/bug/tint/951.spvasm.expected.hlsl
James Price a5d73ce965 transform/shader_io: Generate a wrapper function
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>
2021-08-04 22:15:28 +00:00

66 lines
1.5 KiB
HLSL

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