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Attempting to paper over all the MSL standard library holes for packed_vector in the MSL writer added complexity to the writer, produced messy output, and didn't actually catch all the cases where casts were needed. Add a new PackedVec3 transform that applies the packed_vector -> vec casts in a smarter, more precise way. Fixed: tint:1534 Change-Id: I73ce7e5a62fbc9cb04e1093133070f5fb8965dce Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107340 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org> Commit-Queue: Ben Clayton <bclayton@chromium.org>
52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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template<typename T, size_t N>
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struct tint_array {
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const constant T& operator[](size_t i) const constant { return elements[i]; }
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device T& operator[](size_t i) device { return elements[i]; }
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const device T& operator[](size_t i) const device { return elements[i]; }
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thread T& operator[](size_t i) thread { return elements[i]; }
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const thread T& operator[](size_t i) const thread { return elements[i]; }
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threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
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const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
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T elements[N];
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};
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struct Inner {
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/* 0x0000 */ packed_int3 a;
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/* 0x000c */ int b;
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/* 0x0010 */ packed_uint3 c;
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/* 0x001c */ uint d;
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/* 0x0020 */ packed_float3 e;
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/* 0x002c */ float f;
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/* 0x0030 */ float2x3 g;
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/* 0x0050 */ float3x2 h;
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/* 0x0068 */ tint_array<int8_t, 8> tint_pad;
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/* 0x0070 */ tint_array<int4, 4> i;
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};
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struct S {
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/* 0x0000 */ tint_array<Inner, 1> arr;
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};
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void tint_symbol_inner(uint idx, device S* const tint_symbol_2) {
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(*(tint_symbol_2)).arr[idx].a = int3(0);
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(*(tint_symbol_2)).arr[idx].b = 0;
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(*(tint_symbol_2)).arr[idx].c = uint3(0u);
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(*(tint_symbol_2)).arr[idx].d = 0u;
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(*(tint_symbol_2)).arr[idx].e = float3(0.0f);
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(*(tint_symbol_2)).arr[idx].f = 0.0f;
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(*(tint_symbol_2)).arr[idx].g = float2x3(float3(0.0f), float3(0.0f));
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(*(tint_symbol_2)).arr[idx].h = float3x2(float2(0.0f), float2(0.0f), float2(0.0f));
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tint_array<int4, 4> const tint_symbol_1 = tint_array<int4, 4>{};
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(*(tint_symbol_2)).arr[idx].i = tint_symbol_1;
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}
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kernel void tint_symbol(device S* tint_symbol_3 [[buffer(0)]], uint idx [[thread_index_in_threadgroup]]) {
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tint_symbol_inner(idx, tint_symbol_3);
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return;
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}
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