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https://github.com/encounter/dawn-cmake.git
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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>
94 lines
2.7 KiB
HLSL
94 lines
2.7 KiB
HLSL
cbuffer cbuffer_x_6 : register(b1, space0) {
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uint4 x_6[3];
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};
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cbuffer cbuffer_x_9 : register(b0, space0) {
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uint4 x_9[3];
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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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float arr[3] = (float[3])0;
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int a = 0;
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bool x_69 = false;
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bool x_79 = false;
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bool x_70_phi = false;
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bool x_80_phi = false;
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const float x_34 = asfloat(x_6[1].x);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_36 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
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const float x_38 = asfloat(x_6[2].x);
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const float tint_symbol_3[3] = {x_34, x_36, x_38};
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arr = tint_symbol_3;
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a = 0;
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while (true) {
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const int x_44 = a;
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const int x_46 = asint(x_9[1].x);
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if ((x_44 <= x_46)) {
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} else {
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break;
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}
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const int x_49 = a;
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a = (x_49 + 1);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_52 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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arr[x_49] = x_52;
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}
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const int x_55 = asint(x_9[1].x);
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const float x_57 = arr[x_55];
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_59 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const bool x_60 = (x_57 == x_59);
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x_70_phi = x_60;
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if (x_60) {
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const int x_64 = asint(x_9[2].x);
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const float x_66 = arr[x_64];
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const float x_68 = asfloat(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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x_69 = (x_66 == x_68);
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x_70_phi = x_69;
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}
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const bool x_70 = x_70_phi;
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x_80_phi = x_70;
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if (x_70) {
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_74 = asint(x_9[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const float x_76 = arr[x_74];
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const float x_78 = asfloat(x_6[2].x);
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x_79 = (x_76 == x_78);
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x_80_phi = x_79;
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}
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if (x_80_phi) {
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const int x_85 = asint(x_9[1].x);
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const float x_87 = arr[x_85];
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const float x_89 = asfloat(x_6[1].x);
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const float x_91 = asfloat(x_6[1].x);
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const uint scalar_offset_5 = ((16u * uint(0))) / 4;
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const float x_93 = asfloat(x_6[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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x_GLF_color = float4(x_87, x_89, x_91, x_93);
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} else {
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const float x_96 = asfloat(x_6[1].x);
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x_GLF_color = float4(x_96, x_96, x_96, x_96);
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}
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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 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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main_out main_inner() {
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main_1();
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const main_out tint_symbol_4 = {x_GLF_color};
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return tint_symbol_4;
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}
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tint_symbol main() {
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const main_out inner_result = main_inner();
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tint_symbol wrapper_result = (tint_symbol)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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