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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
1.7 KiB
HLSL
58 lines
1.7 KiB
HLSL
cbuffer cbuffer_x_6 : register(b1, space0) {
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uint4 x_6[3];
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};
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cbuffer cbuffer_x_8 : register(b2, space0) {
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uint4 x_8[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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cbuffer cbuffer_x_10 : register(b0, space0) {
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uint4 x_10[2];
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};
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void main_1() {
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float f = 0.0f;
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const float x_37 = asfloat(x_6[1].x);
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const float x_39 = asfloat(x_8[0].x);
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const float x_42 = asfloat(x_6[2].x);
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const float x_44 = asfloat(x_8[0].x);
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const float x_49 = asfloat(x_8[0].y);
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f = (((x_37 * x_39) + (x_42 * round(x_44))) + x_49);
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const float x_51 = f;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_53 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
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if ((x_51 == x_53)) {
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const int x_59 = asint(x_10[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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const int x_62 = asint(x_10[1].x);
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const int x_65 = asint(x_10[1].x);
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_68 = asint(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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x_GLF_color = float4(float(x_59), float(x_62), float(x_65), float(x_68));
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} else {
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const int x_72 = asint(x_10[1].x);
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const float x_73 = float(x_72);
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x_GLF_color = float4(x_73, x_73, x_73, x_73);
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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_4 = {x_GLF_color};
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return tint_symbol_4;
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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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