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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>
75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct ssbOut {
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/* 0x0000 */ float result[1];
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};
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struct ssbA {
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/* 0x0000 */ float A[1];
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};
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struct Uniforms {
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/* 0x0000 */ float tint_symbol;
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/* 0x0004 */ int aShape;
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/* 0x0008 */ int outShape;
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/* 0x000c */ int outShapeStrides;
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/* 0x0010 */ int size;
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};
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float getAAtOutCoords_(const device ssbA& x_20, thread uint3* const tint_symbol_2) {
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uint const x_42 = (*(tint_symbol_2)).x;
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float const x_44 = x_20.A[x_42];
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return x_44;
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}
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float unaryOperation_f1_(thread float* const a) {
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float const x_47 = *(a);
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if ((x_47 < 0.0f)) {
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return INFINITY;
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}
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float const x_55 = *(a);
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return log(x_55);
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}
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void setOutput_i1_f1_(device ssbOut& x_16, thread int* const flatIndex, thread float* const value) {
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int const x_27 = *(flatIndex);
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float const x_28 = *(value);
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x_16.result[x_27] = x_28;
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return;
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}
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void main_1(constant Uniforms& x_24, const device ssbA& x_20, device ssbOut& x_16, thread uint3* const tint_symbol_3) {
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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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uint const x_61 = (*(tint_symbol_3)).x;
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index = as_type<int>(x_61);
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int const x_63 = index;
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int const x_70 = x_24.size;
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if ((x_63 < x_70)) {
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float const x_75 = getAAtOutCoords_(x_20, tint_symbol_3);
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a_1 = x_75;
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float const x_77 = a_1;
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param = x_77;
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float const x_78 = unaryOperation_f1_(&(param));
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int const x_80 = index;
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param_1 = x_80;
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param_2 = x_78;
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setOutput_i1_f1_(x_16, &(param_1), &(param_2));
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}
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return;
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}
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void tint_symbol_1_inner(constant Uniforms& x_24, const device ssbA& x_20, device ssbOut& x_16, uint3 gl_GlobalInvocationID_param, thread uint3* const tint_symbol_4) {
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*(tint_symbol_4) = gl_GlobalInvocationID_param;
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main_1(x_24, x_20, x_16, tint_symbol_4);
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}
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kernel void tint_symbol_1(uint3 gl_GlobalInvocationID_param [[thread_position_in_grid]], constant Uniforms& x_24 [[buffer(2)]], const device ssbA& x_20 [[buffer(1)]], device ssbOut& x_16 [[buffer(0)]]) {
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thread uint3 tint_symbol_5 = 0u;
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tint_symbol_1_inner(x_24, x_20, x_16, gl_GlobalInvocationID_param, &(tint_symbol_5));
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return;
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}
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