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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>
34 lines
1.1 KiB
Plaintext
34 lines
1.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol {
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float4 value [[position]];
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};
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void textureSampleLevel_02be59(depth2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
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float res = tint_symbol_1.sample(tint_symbol_2, float2(), level(0));
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}
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float4 vertex_main_inner(depth2d<float, access::sample> tint_symbol_3, sampler tint_symbol_4) {
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textureSampleLevel_02be59(tint_symbol_3, tint_symbol_4);
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return float4();
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}
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vertex tint_symbol vertex_main(depth2d<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(1)]]) {
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float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main(depth2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(1)]]) {
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textureSampleLevel_02be59(tint_symbol_7, tint_symbol_8);
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return;
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}
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kernel void compute_main(depth2d<float, access::sample> tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(1)]]) {
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textureSampleLevel_02be59(tint_symbol_9, tint_symbol_10);
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return;
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}
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