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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>
35 lines
1.3 KiB
Plaintext
35 lines
1.3 KiB
Plaintext
warning: use of deprecated intrinsic
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#include <metal_stdlib>
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using namespace metal;
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struct main_out {
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float4 color_out_1;
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};
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struct tint_symbol_2 {
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float4 color_out_1 [[color(0)]];
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};
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void main_1(thread float4* const tint_symbol_4, texture2d<float, access::read> tint_symbol_5, thread float4* const tint_symbol_6) {
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float4 const x_19 = *(tint_symbol_4);
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float4 const x_22 = tint_symbol_5.read(uint2(int2(float2(x_19.x, x_19.y))));
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*(tint_symbol_6) = x_22;
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return;
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}
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main_out tint_symbol_1_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_7, texture2d<float, access::read> tint_symbol_8, thread float4* const tint_symbol_9) {
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*(tint_symbol_7) = gl_FragCoord_param;
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main_1(tint_symbol_7, tint_symbol_8, tint_symbol_9);
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main_out const tint_symbol_3 = {.color_out_1=*(tint_symbol_9)};
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return tint_symbol_3;
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}
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fragment tint_symbol_2 tint_symbol_1(texture2d<float, access::read> tint_symbol_11 [[texture(0)]], float4 gl_FragCoord_param [[position]]) {
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thread float4 tint_symbol_10 = 0.0f;
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thread float4 tint_symbol_12 = 0.0f;
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main_out const inner_result = tint_symbol_1_inner(gl_FragCoord_param, &(tint_symbol_10), tint_symbol_11, &(tint_symbol_12));
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tint_symbol_2 wrapper_result = {};
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wrapper_result.color_out_1 = inner_result.color_out_1;
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return wrapper_result;
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}
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