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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>
91 lines
2.2 KiB
HLSL
91 lines
2.2 KiB
HLSL
cbuffer cbuffer_x_8 : register(b1, space0) {
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uint4 x_8[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_12 : register(b0, space0) {
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uint4 x_12[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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int f1_() {
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int i = 0;
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int A[10] = (int[10])0;
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int a = 0;
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const int x_56 = asint(x_8[2].x);
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i = x_56;
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while (true) {
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const int x_61 = i;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_63 = asint(x_8[scalar_offset / 4][scalar_offset % 4]);
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if ((x_61 < x_63)) {
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} else {
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break;
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}
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const int x_66 = i;
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const int x_68 = asint(x_8[2].x);
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A[x_66] = x_68;
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{
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i = (i + 1);
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}
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}
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a = -1;
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const float x_73 = gl_FragCoord.y;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_75 = asfloat(x_12[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_73 >= x_75)) {
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const int x_80 = (a + 1);
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a = x_80;
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const int x_82 = asint(x_8[1].x);
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A[x_80] = x_82;
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}
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const int x_85 = asint(x_8[2].x);
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const int x_87 = A[x_85];
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const int x_89 = asint(x_8[1].x);
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if ((x_87 == x_89)) {
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const int x_95 = (a + 1);
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a = x_95;
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const int x_97 = A[x_95];
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return x_97;
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} else {
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const int x_99 = asint(x_8[1].x);
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return x_99;
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}
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return 0;
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}
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void main_1() {
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int i_1 = 0;
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const int x_42 = f1_();
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i_1 = x_42;
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const int x_44 = asint(x_8[1].x);
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const int x_46 = i_1;
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const int x_48 = i_1;
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const int x_51 = asint(x_8[1].x);
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x_GLF_color = float4(float(x_44), float(x_46), float(x_48), float(x_51));
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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_5 = {x_GLF_color};
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return tint_symbol_5;
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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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