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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>
74 lines
2.2 KiB
HLSL
74 lines
2.2 KiB
HLSL
cbuffer cbuffer_x_7 : register(b0, space0) {
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uint4 x_7[3];
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};
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_11 : register(b1, space0) {
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uint4 x_11[1];
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};
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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int arr[3] = (int[3])0;
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int a = 0;
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int b = 0;
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int c = 0;
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const int x_40 = asint(x_7[1].x);
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const int x_42 = asint(x_7[1].x);
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const int x_44 = asint(x_7[1].x);
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const int tint_symbol_5[3] = {x_40, x_42, x_44};
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arr = tint_symbol_5;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_47 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
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const int x_49 = arr[x_47];
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a = x_49;
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b = (a - 1);
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const float x_53 = gl_FragCoord.x;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_55 = asfloat(x_11[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_53 < x_55)) {
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b = (b + 1);
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}
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_62 = asint(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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c = x_62;
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const int x_63 = c;
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const int x_65 = asint(x_7[1].x);
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const int x_67 = asint(x_7[2].x);
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arr[clamp(x_63, x_65, x_67)] = b;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_72 = asint(x_7[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const int x_74 = arr[x_72];
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const int x_77 = asint(x_7[1].x);
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const int x_79 = arr[x_77];
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const int x_82 = asint(x_7[1].x);
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const int x_84 = arr[x_82];
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const int x_87 = asint(x_7[2].x);
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const int x_89 = arr[x_87];
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x_GLF_color = float4(float(x_74), float(x_79), float(x_84), float(x_89));
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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main_out main_inner(float4 gl_FragCoord_param) {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_6 = {x_GLF_color};
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return tint_symbol_6;
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}
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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