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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>
44 lines
947 B
HLSL
44 lines
947 B
HLSL
struct VertexOutput {
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float4 pos;
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int loc0;
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};
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VertexOutput foo(float x) {
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const VertexOutput tint_symbol_2 = {float4(x, x, x, 1.0f), 42};
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return tint_symbol_2;
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}
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struct tint_symbol {
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int loc0 : TEXCOORD0;
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float4 pos : SV_Position;
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};
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VertexOutput vert_main1_inner() {
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return foo(0.5f);
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}
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tint_symbol vert_main1() {
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const VertexOutput inner_result = vert_main1_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.pos = inner_result.pos;
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wrapper_result.loc0 = inner_result.loc0;
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return wrapper_result;
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}
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struct tint_symbol_1 {
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int loc0 : TEXCOORD0;
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float4 pos : SV_Position;
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};
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VertexOutput vert_main2_inner() {
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return foo(0.25f);
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}
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tint_symbol_1 vert_main2() {
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const VertexOutput inner_result_1 = vert_main2_inner();
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tint_symbol_1 wrapper_result_1 = (tint_symbol_1)0;
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wrapper_result_1.pos = inner_result_1.pos;
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wrapper_result_1.loc0 = inner_result_1.loc0;
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return wrapper_result_1;
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}
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