dawn-cmake/test/shader_io/shared_struct_storage_buffer.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

33 lines
734 B
HLSL

struct S {
float f;
uint u;
float4 v;
};
RWByteAddressBuffer output : register(u0, space0);
struct tint_symbol_1 {
float f : TEXCOORD0;
uint u : TEXCOORD1;
float4 v : SV_Position;
};
void tint_symbol_2(RWByteAddressBuffer buffer, uint offset, S value) {
buffer.Store((offset + 0u), asuint(value.f));
buffer.Store((offset + 4u), asuint(value.u));
buffer.Store4((offset + 128u), asuint(value.v));
}
void frag_main_inner(S input) {
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
tint_symbol_2(output, 0u, input);
}
void frag_main(tint_symbol_1 tint_symbol) {
const S tint_symbol_6 = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
frag_main_inner(tint_symbol_6);
return;
}