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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>
80 lines
2.0 KiB
HLSL
80 lines
2.0 KiB
HLSL
cbuffer cbuffer_x_6 : register(b0, space0) {
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uint4 x_6[3];
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};
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cbuffer cbuffer_x_10 : register(b1, space0) {
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uint4 x_10[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 f0 = 0.0f;
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float f1 = 0.0f;
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int i = 0;
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bool x_63 = false;
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bool x_64_phi = false;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_34 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
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f0 = x_34;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_36 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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f1 = x_36;
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const int x_38 = asint(x_10[1].x);
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i = x_38;
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while (true) {
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const int x_43 = i;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_45 = asint(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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if ((x_43 < x_45)) {
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} else {
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break;
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}
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f0 = abs((1.100000024f * f0));
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f1 = f0;
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{
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i = (i + 1);
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}
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}
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const float x_54 = f1;
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const float x_56 = asfloat(x_6[1].x);
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const bool x_57 = (x_54 > x_56);
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x_64_phi = x_57;
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if (x_57) {
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const float x_60 = f1;
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const float x_62 = asfloat(x_6[2].x);
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x_63 = (x_60 < x_62);
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x_64_phi = x_63;
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}
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if (x_64_phi) {
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const int x_69 = asint(x_10[2].x);
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const int x_72 = asint(x_10[1].x);
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const int x_75 = asint(x_10[1].x);
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const int x_78 = asint(x_10[2].x);
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x_GLF_color = float4(float(x_69), float(x_72), float(x_75), float(x_78));
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} else {
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const int x_82 = asint(x_10[1].x);
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const float x_83 = float(x_82);
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x_GLF_color = float4(x_83, x_83, x_83, x_83);
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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_3 = {x_GLF_color};
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return tint_symbol_3;
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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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