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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>
65 lines
1.4 KiB
HLSL
65 lines
1.4 KiB
HLSL
void set_float4(inout float4 vec, int idx, float val) {
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vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
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}
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cbuffer cbuffer_x_8 : register(b0, space0) {
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uint4 x_8[4];
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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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int x = 0;
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float4 matrix_u = float4(0.0f, 0.0f, 0.0f, 0.0f);
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int b = 0;
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float4 matrix_b = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 x_42 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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x = 4;
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{
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for(; (x >= 1); x = (x - 1)) {
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set_float4(matrix_u, x, 1.0f);
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}
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}
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b = 4;
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while (true) {
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_55 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
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if ((x_55 < -1.0f)) {
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} else {
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break;
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}
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const int x_14 = b;
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if ((b > 1)) {
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x_42 = min(matrix_b, matrix_b);
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} else {
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x_42 = matrix_u;
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}
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const float x_67 = x_42.y;
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set_float4(matrix_b, x_14, x_67);
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{
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b = (b - 1);
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}
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}
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x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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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_2 = {x_GLF_color};
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return tint_symbol_2;
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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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