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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>
77 lines
2.4 KiB
HLSL
77 lines
2.4 KiB
HLSL
struct S {
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int a;
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int b;
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int c;
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};
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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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S A[2] = (S[2])0;
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const int x_29 = asint(x_7[1].x);
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const int x_31 = asint(x_7[1].x);
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const int x_33 = asint(x_7[1].x);
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const int x_35 = asint(x_7[1].x);
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const S tint_symbol_2 = {x_31, x_33, x_35};
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A[x_29] = tint_symbol_2;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_39 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
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const int x_41 = asint(x_7[1].x);
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const int x_43 = asint(x_7[1].x);
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const int x_45 = asint(x_7[1].x);
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const S tint_symbol_3 = {x_41, x_43, x_45};
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A[x_39] = tint_symbol_3;
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const int x_49 = asint(x_7[1].x);
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const int x_51 = A[x_49].b;
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const int x_53 = asint(x_7[1].x);
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if ((x_51 == x_53)) {
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const int x_58 = 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_61 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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A[clamp(x_58, 1, 2)].b = x_61;
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}
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_64 = asint(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const int x_66 = A[x_64].b;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_68 = asint(x_7[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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if ((x_66 == x_68)) {
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_74 = asint(x_7[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const int x_77 = asint(x_7[1].x);
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const int x_80 = asint(x_7[1].x);
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const uint scalar_offset_5 = ((16u * uint(0))) / 4;
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const int x_83 = asint(x_7[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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x_GLF_color = float4(float(x_74), float(x_77), float(x_80), float(x_83));
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} else {
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const uint scalar_offset_6 = ((16u * uint(0))) / 4;
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const int x_87 = asint(x_7[scalar_offset_6 / 4][scalar_offset_6 % 4]);
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const float x_88 = float(x_87);
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x_GLF_color = float4(x_88, x_88, x_88, x_88);
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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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