dawn-cmake/test/bug/tint/977.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

59 lines
1.4 KiB
HLSL

static uint3 gl_GlobalInvocationID = uint3(0u, 0u, 0u);
RWByteAddressBuffer resultMatrix : register(u2, space0);
ByteAddressBuffer firstMatrix : register(t0, space0);
ByteAddressBuffer secondMatrix : register(t1, space0);
cbuffer cbuffer_x_46 : register(b3, space0) {
uint4 x_46[1];
};
float binaryOperation_f1_f1_(inout float a, inout float b) {
float x_26 = 0.0f;
const float x_13 = b;
if ((x_13 == 0.0f)) {
return 1.0f;
}
const float x_21 = b;
if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
const float x_29 = a;
const float x_31 = b;
x_26 = pow(abs(x_29), x_31);
} else {
const float x_34 = a;
const float x_36 = a;
const float x_38 = b;
x_26 = (sign(x_34) * pow(abs(x_36), x_38));
}
return x_26;
}
void main_1() {
int index = 0;
int a_1 = 0;
float param = 0.0f;
float param_1 = 0.0f;
const uint x_54 = gl_GlobalInvocationID.x;
index = asint(x_54);
a_1 = -10;
const int x_63 = index;
param = -4.0f;
param_1 = -3.0f;
const float x_68 = binaryOperation_f1_f1_(param, param_1);
resultMatrix.Store((4u * uint(x_63)), asuint(x_68));
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(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.gl_GlobalInvocationID_param);
return;
}