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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>
55 lines
1.4 KiB
Plaintext
55 lines
1.4 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ packed_float2 twoandthree;
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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 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_6, thread float4* const tint_symbol_3) {
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float2 a = 0.0f;
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float2 b = 0.0f;
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bool x_46 = false;
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bool x_47_phi = false;
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float2 const x_32 = x_6.twoandthree;
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a = x_32;
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float const x_34 = a.x;
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float2 const x_35 = a;
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b = float2(x_34, clamp(x_35, float2(1.0f, 1.0f), float2(1.0f, 1.0f)).y);
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float const x_40 = b.x;
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bool const x_41 = (x_40 == 2.0f);
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x_47_phi = x_41;
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if (x_41) {
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float const x_45 = b.y;
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x_46 = (x_45 == 1.0f);
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x_47_phi = x_46;
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}
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bool const x_47 = x_47_phi;
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if (x_47) {
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*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) {
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main_1(x_6, tint_symbol_4);
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main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) {
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thread float4 tint_symbol_5 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5));
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tint_symbol_1 wrapper_result = {};
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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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