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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>
29 lines
695 B
Plaintext
29 lines
695 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct S {
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/* 0x0000 */ float f;
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/* 0x0004 */ uint u;
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/* 0x0008 */ int8_t tint_pad[120];
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/* 0x0080 */ packed_float4 v;
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/* 0x0090 */ int8_t tint_pad_1[112];
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};
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struct tint_symbol_1 {
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float f [[user(locn0)]];
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uint u [[user(locn1)]];
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};
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void frag_main_inner(device S& output, S input) {
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float const f = input.f;
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uint const u = input.u;
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float4 const v = input.v;
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output = input;
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}
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fragment void frag_main(float4 v [[position]], tint_symbol_1 tint_symbol [[stage_in]], device S& output [[buffer(0)]]) {
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S const tint_symbol_2 = {.f=tint_symbol.f, .u=tint_symbol.u, .v=v};
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frag_main_inner(output, tint_symbol_2);
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return;
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}
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