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The expected output is far from perfect, and the generated HLSL and MSL isn't even validated yet, so may be incorrect. However, by committing the generated output, we get clear examples of the currently generated output of each backend. As we land fixes and improvements to each backend, the presubmits will require us to update the expected test output, and so code reviews will include diffs of each backend's generated output. Change-Id: I5c2a9e5b796d0ab75b3ec4c7f8ad00a0a2ab166f Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/51224 Commit-Queue: Ben Clayton <bclayton@chromium.org> Reviewed-by: David Neto <dneto@google.com>
44 lines
1.1 KiB
HLSL
44 lines
1.1 KiB
HLSL
struct Uniforms {
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float4x4 modelViewProjectionMatrix;
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};
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position : TEXCOORD0;
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float4 color : TEXCOORD1;
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};
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struct tint_symbol_2 {
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float4 vtxFragColor : TEXCOORD0;
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float4 Position : SV_Position;
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};
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struct tint_symbol_4 {
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float4 fragColor : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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ConstantBuffer<Uniforms> uniforms : register(b0, space0);
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput input = {tint_symbol.cur_position, tint_symbol.color};
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VertexOutput output = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)};
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output.Position = mul(input.cur_position, uniforms.modelViewProjectionMatrix);
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output.vtxFragColor = input.color;
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const tint_symbol_2 tint_symbol_6 = {output.vtxFragColor, output.Position};
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return tint_symbol_6;
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}
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tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) {
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const float4 fragColor = tint_symbol_3.fragColor;
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const tint_symbol_5 tint_symbol_7 = {fragColor};
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return tint_symbol_7;
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}
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