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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>
63 lines
1.9 KiB
Plaintext
63 lines
1.9 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 [[position]];
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};
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void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) {
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float res = 0.0f;
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float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0, 0)), 1), 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) {
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*(tint_symbol_6) = tint_symbol;
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return;
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}
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void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) {
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textureLoad_6273b1(tint_symbol_7);
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tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_8);
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return;
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}
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vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) {
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vertex_main_1(tint_symbol_9, tint_symbol_10);
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vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)};
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return tint_symbol_4;
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}
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vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) {
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thread float4 tint_symbol_12 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12));
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tint_symbol_3 wrapper_result = {};
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wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
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return wrapper_result;
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}
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void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) {
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textureLoad_6273b1(tint_symbol_13);
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return;
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}
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fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) {
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fragment_main_1(tint_symbol_14);
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return;
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}
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void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) {
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textureLoad_6273b1(tint_symbol_15);
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return;
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}
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kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) {
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compute_main_1(tint_symbol_16);
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return;
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}
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