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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>
68 lines
1.5 KiB
HLSL
68 lines
1.5 KiB
HLSL
void set_int4(inout int4 vec, int idx, int val) {
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vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
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}
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cbuffer cbuffer_x_7 : register(b0, space0) {
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uint4 x_7[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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void main_1() {
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int4 a = int4(0, 0, 0, 0);
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int i = 0;
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int sum = 0;
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a = int4(0, 0, 0, 0);
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i = 0;
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while (true) {
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const int x_40 = i;
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const int x_42 = asint(x_7[0].w);
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if ((x_40 < (x_42 + 1))) {
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} else {
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break;
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}
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const int x_46 = i;
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const int x_48 = asint(x_7[0].x);
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const uint scalar_offset = ((4u * uint(clamp(x_46, x_48, i)))) / 4;
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const int x_52 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
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if ((x_52 == 1)) {
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set_int4(a, i, 5);
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} else {
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set_int4(a, i, i);
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}
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{
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i = (i + 1);
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}
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}
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const int x_65 = a.x;
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const int x_67 = a.y;
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const int x_70 = a.z;
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const int x_73 = a.w;
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sum = (((x_65 + x_67) + x_70) + x_73);
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if ((sum == 10)) {
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x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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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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