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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>
67 lines
1.8 KiB
Plaintext
67 lines
1.8 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct ResultMatrix {
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/* 0x0000 */ float numbers[1];
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};
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struct FirstMatrix {
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/* 0x0000 */ float numbers[1];
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};
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struct SecondMatrix {
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/* 0x0000 */ float numbers[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 sizeA;
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/* 0x0008 */ int sizeB;
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};
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float binaryOperation_f1_f1_(thread float* const a, thread float* const b) {
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float x_26 = 0.0f;
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float const 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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float const x_21 = *(b);
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if (!((rint((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
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float const x_29 = *(a);
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float const x_31 = *(b);
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x_26 = pow(fabs(x_29), x_31);
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} else {
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float const x_34 = *(a);
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float const x_36 = *(a);
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float const x_38 = *(b);
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x_26 = (sign(x_34) * pow(fabs(x_36), x_38));
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}
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float const x_41 = x_26;
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return x_41;
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}
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void main_1(device ResultMatrix& resultMatrix, thread uint3* const tint_symbol_2) {
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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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uint const x_54 = (*(tint_symbol_2)).x;
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index = as_type<int>(x_54);
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a_1 = -10;
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int const x_63 = index;
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param = -4.0f;
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param_1 = -3.0f;
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float const x_68 = binaryOperation_f1_f1_(&(param), &(param_1));
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resultMatrix.numbers[x_63] = x_68;
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return;
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}
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void tint_symbol_1_inner(device ResultMatrix& resultMatrix, uint3 gl_GlobalInvocationID_param, thread uint3* const tint_symbol_3) {
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*(tint_symbol_3) = gl_GlobalInvocationID_param;
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main_1(resultMatrix, tint_symbol_3);
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}
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kernel void tint_symbol_1(uint3 gl_GlobalInvocationID_param [[thread_position_in_grid]], device ResultMatrix& resultMatrix [[buffer(2)]]) {
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thread uint3 tint_symbol_4 = 0u;
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tint_symbol_1_inner(resultMatrix, gl_GlobalInvocationID_param, &(tint_symbol_4));
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return;
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}
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