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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>
33 lines
734 B
HLSL
33 lines
734 B
HLSL
struct S {
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float f;
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uint u;
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float4 v;
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};
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RWByteAddressBuffer output : register(u0, space0);
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struct tint_symbol_1 {
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float f : TEXCOORD0;
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uint u : TEXCOORD1;
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float4 v : SV_Position;
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};
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void tint_symbol_2(RWByteAddressBuffer buffer, uint offset, S value) {
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buffer.Store((offset + 0u), asuint(value.f));
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buffer.Store((offset + 4u), asuint(value.u));
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buffer.Store4((offset + 128u), asuint(value.v));
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}
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void frag_main_inner(S input) {
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const float f = input.f;
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const uint u = input.u;
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const float4 v = input.v;
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tint_symbol_2(output, 0u, input);
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}
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void frag_main(tint_symbol_1 tint_symbol) {
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const S tint_symbol_6 = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
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frag_main_inner(tint_symbol_6);
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return;
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}
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