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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>
58 lines
1.6 KiB
HLSL
58 lines
1.6 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_7 : register(b0, space0) {
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uint4 x_7[2];
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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 a = 0;
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int i = 0;
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const float x_32 = gl_FragCoord.x;
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const int x_35 = asint(x_7[1].x);
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a = ((int(x_32) < x_35) ? 0 : -1);
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i = 0;
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{
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for(; (i < 5); i = (i + 1)) {
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a = (a / 2);
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}
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}
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if ((a == 0)) {
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_55 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
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const int x_58 = asint(x_7[1].x);
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const int x_61 = asint(x_7[1].x);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const int x_64 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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x_GLF_color = float4(float(x_55), float(x_58), float(x_61), float(x_64));
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} else {
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const int x_68 = asint(x_7[1].x);
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const float x_69 = float(x_68);
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x_GLF_color = float4(x_69, x_69, x_69, x_69);
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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_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_4 = {x_GLF_color};
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return tint_symbol_4;
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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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