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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>
80 lines
2.9 KiB
Plaintext
80 lines
2.9 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ packed_float2 resolution;
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};
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struct tint_array_wrapper {
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float4 arr[16];
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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 x_GLF_color_1 [[color(0)]];
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};
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int collatz_i1_(thread int* const v) {
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int count = 0;
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count = 0;
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while (true) {
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int const x_89 = *(v);
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if ((x_89 > 1)) {
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} else {
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break;
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}
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int const x_92 = *(v);
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if (((x_92 & 1) == 1)) {
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int const x_98 = *(v);
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*(v) = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(3) * as_type<uint>(x_98)))) + as_type<uint>(1)));
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} else {
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int const x_101 = *(v);
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*(v) = (x_101 / 2);
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}
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int const x_103 = count;
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count = as_type<int>((as_type<uint>(x_103) + as_type<uint>(1)));
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}
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int const x_105 = count;
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return x_105;
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}
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void main_1(constant buf0& x_10, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
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float2 lin = 0.0f;
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int v_1 = 0;
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int param = 0;
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tint_array_wrapper indexable = {};
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float4 const x_63 = *(tint_symbol_4);
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float2 const x_66 = x_10.resolution;
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lin = (float2(x_63.x, x_63.y) / x_66);
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float2 const x_68 = lin;
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lin = floor((x_68 * 8.0f));
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float const x_72 = lin.x;
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float const x_76 = lin.y;
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v_1 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(int(x_72)) * as_type<uint>(8)))) + as_type<uint>(int(x_76))));
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int const x_79 = v_1;
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param = x_79;
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int const x_80 = collatz_i1_(&(param));
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tint_array_wrapper const tint_symbol_2 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
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indexable = tint_symbol_2;
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float4 const x_83 = indexable.arr[(x_80 % 16)];
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*(tint_symbol_5) = x_83;
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_10, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
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*(tint_symbol_6) = gl_FragCoord_param;
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main_1(x_10, tint_symbol_6, tint_symbol_7);
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main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
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return tint_symbol_3;
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}
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fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_10 [[buffer(0)]]) {
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thread float4 tint_symbol_8 = 0.0f;
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thread float4 tint_symbol_9 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_10, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
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tint_symbol_1 wrapper_result = {};
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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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