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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>
56 lines
1.9 KiB
HLSL
56 lines
1.9 KiB
HLSL
cbuffer cbuffer_x_6 : register(b0, space0) {
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uint4 x_6[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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float2x2 m0 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
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float2x2 m1 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
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float2 v = float2(0.0f, 0.0f);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_35 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_37 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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m0 = float2x2(float2(x_35, -0.540302277f), float2(0.540302277f, x_37));
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m1 = mul(m0, m0);
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_45 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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v = mul(m1, float2(x_45, x_45));
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const float x_50 = v.x;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const float x_52 = asfloat(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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if ((x_50 < x_52)) {
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const float x_58 = asfloat(x_6[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const float x_60 = asfloat(x_6[1].x);
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const float x_62 = 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_64 = asfloat(x_6[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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x_GLF_color = float4(x_58, x_60, x_62, x_64);
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} else {
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const float x_67 = asfloat(x_6[1].x);
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x_GLF_color = float4(x_67, x_67, x_67, x_67);
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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_2 = {x_GLF_color};
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return tint_symbol_2;
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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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