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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>
37 lines
790 B
HLSL
37 lines
790 B
HLSL
intrinsics/gen/textureLoad/c40dcb.wgsl:29:24 warning: use of deprecated intrinsic
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var res: vec4<u32> = textureLoad(arg_0, vec2<i32>(), 1);
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^^^^^^^^^^^
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Texture2DArray<uint4> arg_0 : register(t0, space1);
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void textureLoad_c40dcb() {
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uint4 res = arg_0.Load(int4(0, 0, 1, 0));
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureLoad_c40dcb();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureLoad_c40dcb();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureLoad_c40dcb();
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return;
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}
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