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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>
49 lines
1.1 KiB
HLSL
49 lines
1.1 KiB
HLSL
static uint3 gl_LocalInvocationID = uint3(0u, 0u, 0u);
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RWByteAddressBuffer x_7 : register(u0, space0);
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cbuffer cbuffer_x_10 : register(b1, space0) {
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uint4 x_10[1];
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};
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void main_1() {
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int lid = 0;
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int val = 0;
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int i = 0;
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const uint x_40 = gl_LocalInvocationID.x;
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lid = asint(x_40);
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const int x_43 = asint(x_7.Load(0u));
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val = x_43;
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i = 0;
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{
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for(; (i < 2); i = (i + 1)) {
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if ((lid > 0)) {
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const int x_58 = asint(x_7.Load((4u + (4u * uint((lid - 1))))));
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val = (val + x_58);
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const float x_62 = asfloat(x_10[0].x);
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if ((x_62 > 100.0f)) {
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break;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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}
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}
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if ((lid == 0)) {
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x_7.Store((4u + (4u * uint(0))), asuint(42));
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}
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return;
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}
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struct tint_symbol_1 {
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uint3 gl_LocalInvocationID_param : SV_GroupThreadID;
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};
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void main_inner(uint3 gl_LocalInvocationID_param) {
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gl_LocalInvocationID = gl_LocalInvocationID_param;
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main_1();
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}
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[numthreads(16, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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main_inner(tint_symbol.gl_LocalInvocationID_param);
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return;
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}
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