dawn-cmake/test/samples/compute_boids.wgsl.expected.hlsl
James Price a5d73ce965 transform/shader_io: Generate a wrapper function
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>
2021-08-04 22:15:28 +00:00

112 lines
3.3 KiB
HLSL

struct tint_symbol_1 {
float2 a_particlePos : TEXCOORD0;
float2 a_particleVel : TEXCOORD1;
float2 a_pos : TEXCOORD2;
};
struct tint_symbol_2 {
float4 value : SV_Position;
};
float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
float angle = -(atan2(a_particleVel.x, a_particleVel.y));
float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
return float4((pos + a_particlePos), 0.0f, 1.0f);
}
tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) {
const float4 inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.value = inner_result;
return wrapper_result;
}
struct tint_symbol_3 {
float4 value : SV_Target0;
};
float4 frag_main_inner() {
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}
tint_symbol_3 frag_main() {
const float4 inner_result_1 = frag_main_inner();
tint_symbol_3 wrapper_result_1 = (tint_symbol_3)0;
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
cbuffer cbuffer_params : register(b0, space0) {
uint4 params[2];
};
RWByteAddressBuffer particlesA : register(u1, space0);
RWByteAddressBuffer particlesB : register(u2, space0);
struct tint_symbol_5 {
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
void comp_main_inner(uint3 gl_GlobalInvocationID) {
uint index = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;
}
float2 vPos = asfloat(particlesA.Load2((16u * index)));
float2 vVel = asfloat(particlesA.Load2(((16u * index) + 8u)));
float2 cMass = float2(0.0f, 0.0f);
float2 cVel = float2(0.0f, 0.0f);
float2 colVel = float2(0.0f, 0.0f);
int cMassCount = 0;
int cVelCount = 0;
float2 pos = float2(0.0f, 0.0f);
float2 vel = float2(0.0f, 0.0f);
{
for(uint i = 0u; (i < 5u); i = (i + 1u)) {
if ((i == index)) {
continue;
}
pos = asfloat(particlesA.Load2((16u * i))).xy;
vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy;
if ((distance(pos, vPos) < asfloat(params[0].y))) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
if ((distance(pos, vPos) < asfloat(params[0].z))) {
colVel = (colVel - (pos - vPos));
}
if ((distance(pos, vPos) < asfloat(params[0].w))) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
}
}
if ((cMassCount > 0)) {
cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
}
if ((cVelCount > 0)) {
cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
}
vVel = (((vVel + (cMass * asfloat(params[1].x))) + (colVel * asfloat(params[1].y))) + (cVel * asfloat(params[1].z)));
vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
vPos = (vPos + (vVel * asfloat(params[0].x)));
if ((vPos.x < -1.0f)) {
vPos.x = 1.0f;
}
if ((vPos.x > 1.0f)) {
vPos.x = -1.0f;
}
if ((vPos.y < -1.0f)) {
vPos.y = 1.0f;
}
if ((vPos.y > 1.0f)) {
vPos.y = -1.0f;
}
particlesB.Store2((16u * index), asuint(vPos));
particlesB.Store2(((16u * index) + 8u), asuint(vVel));
}
[numthreads(1, 1, 1)]
void comp_main(tint_symbol_5 tint_symbol_4) {
comp_main_inner(tint_symbol_4.gl_GlobalInvocationID);
return;
}