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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>
124 lines
3.0 KiB
HLSL
124 lines
3.0 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_6 : register(b1, space0) {
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uint4 x_6[1];
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};
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cbuffer cbuffer_x_9 : register(b0, space0) {
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uint4 x_9[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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float data[10] = (float[10])0;
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int x_40_phi = 0;
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int x_52_phi = 0;
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x_40_phi = 0;
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while (true) {
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int x_41 = 0;
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const int x_40 = x_40_phi;
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if ((x_40 < 10)) {
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} else {
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break;
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}
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{
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const float x_48 = asfloat(x_9[0].y);
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data[x_40] = (float((10 - x_40)) * x_48);
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x_41 = (x_40 + 1);
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x_40_phi = x_41;
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}
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}
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x_52_phi = 0;
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while (true) {
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int x_53 = 0;
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int x_59_phi = 0;
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const int x_52 = x_52_phi;
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if ((x_52 < 9)) {
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} else {
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break;
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}
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x_59_phi = 0;
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while (true) {
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bool x_82 = false;
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bool x_83 = false;
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int x_60 = 0;
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bool x_84_phi = false;
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const int x_59 = x_59_phi;
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if ((x_59 < 10)) {
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} else {
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break;
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}
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if ((x_59 < (x_52 + 1))) {
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{
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x_60 = (x_59 + 1);
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x_59_phi = x_60;
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}
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continue;
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}
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const int x_69_save = x_52;
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const float x_70 = data[x_69_save];
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const int x_71_save = x_59;
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const float x_72 = data[x_71_save];
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const float x_74 = gl_FragCoord.y;
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const float x_76 = asfloat(x_6[0].y);
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if ((x_74 < (x_76 * 0.5f))) {
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x_82 = (x_70 > x_72);
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x_84_phi = x_82;
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} else {
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x_83 = (x_70 < x_72);
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x_84_phi = x_83;
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}
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if (x_84_phi) {
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const float x_87 = data[x_69_save];
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const float x_88 = data[x_71_save];
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data[x_69_save] = x_88;
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data[x_71_save] = x_87;
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}
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{
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x_60 = (x_59 + 1);
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x_59_phi = x_60;
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}
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}
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{
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x_53 = (x_52 + 1);
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x_52_phi = x_53;
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}
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}
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const float x_90 = gl_FragCoord.x;
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const float x_92 = asfloat(x_6[0].x);
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if ((x_90 < (x_92 * 0.5f))) {
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const float x_99 = data[0];
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const float x_102 = data[5];
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const float x_105 = data[9];
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x_GLF_color = float4((x_99 * 0.100000001f), (x_102 * 0.100000001f), (x_105 * 0.100000001f), 1.0f);
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} else {
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const float x_109 = data[5];
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const float x_112 = data[9];
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const float x_115 = data[0];
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x_GLF_color = float4((x_109 * 0.100000001f), (x_112 * 0.100000001f), (x_115 * 0.100000001f), 1.0f);
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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_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_5 = {x_GLF_color};
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return tint_symbol_5;
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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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