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