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https://github.com/encounter/dawn-cmake.git
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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
1.8 KiB
HLSL
63 lines
1.8 KiB
HLSL
cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[4];
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};
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position : TEXCOORD0;
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float4 color : TEXCOORD1;
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};
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struct tint_symbol_2 {
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float4 vtxFragColor : TEXCOORD0;
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float4 Position : SV_Position;
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};
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float4x4 tint_symbol_6(uint4 buffer[4], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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const uint scalar_offset_3 = ((offset + 48u)) / 4;
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return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4]));
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}
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VertexOutput vtx_main_inner(VertexInput input) {
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VertexOutput output = (VertexOutput)0;
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output.Position = mul(input.cur_position, tint_symbol_6(uniforms, 0u));
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output.vtxFragColor = input.color;
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return output;
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}
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput tint_symbol_8 = {tint_symbol.cur_position, tint_symbol.color};
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const VertexOutput inner_result = vtx_main_inner(tint_symbol_8);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.vtxFragColor = inner_result.vtxFragColor;
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wrapper_result.Position = inner_result.Position;
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return wrapper_result;
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}
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struct tint_symbol_4 {
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float4 fragColor : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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float4 frag_main_inner(float4 fragColor) {
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return fragColor;
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}
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tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) {
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const float4 inner_result_1 = frag_main_inner(tint_symbol_3.fragColor);
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tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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