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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>
73 lines
2.2 KiB
HLSL
73 lines
2.2 KiB
HLSL
static float4 gl_FragCoord = 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[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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int collatz_i1_(inout int v) {
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int count = 0;
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count = 0;
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while (true) {
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const int 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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const int x_92 = v;
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if (((x_92 & 1) == 1)) {
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const int x_98 = v;
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v = ((3 * x_98) + 1);
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} else {
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const int x_101 = v;
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v = (x_101 / 2);
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}
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count = (count + 1);
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}
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return count;
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}
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void main_1() {
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float2 lin = float2(0.0f, 0.0f);
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int v_1 = 0;
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int param = 0;
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float4 indexable[16] = (float4[16])0;
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const float4 x_63 = gl_FragCoord;
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const float2 x_66 = asfloat(x_10[0].xy);
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lin = (float2(x_63.x, x_63.y) / x_66);
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lin = floor((lin * 8.0f));
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const float x_72 = lin.x;
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const float x_76 = lin.y;
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v_1 = ((int(x_72) * 8) + int(x_76));
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param = v_1;
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const int x_80 = collatz_i1_(param);
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const float4 tint_symbol_4[16] = {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_4;
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const float4 x_83 = indexable[(x_80 % 16)];
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x_GLF_color = x_83;
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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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