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Use the new semantic constant value information to significantly reduce the complex indexing logic emitted for UBO accesses. This will dramatically reduce the number of `for` loops that are decayed to `while` loops. Change-Id: I1b0adb5edde2b4ed39c6beafc2e28106b86e0edd Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57701 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com>
52 lines
1.7 KiB
HLSL
52 lines
1.7 KiB
HLSL
cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[1];
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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};
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struct tint_symbol_2 {
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float2 texcoords : TEXCOORD0;
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float4 position : SV_Position;
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};
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tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
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const uint VertexIndex = tint_symbol.VertexIndex;
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float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
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VertexOutputs output = (VertexOutputs)0;
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output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
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bool flipY = (asfloat(uniforms[0].y) < 0.0f);
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if (flipY) {
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output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
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}
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const tint_symbol_2 tint_symbol_8 = {output.texcoords, output.position};
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return tint_symbol_8;
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}
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SamplerState mySampler : register(s1, space0);
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Texture2D<float4> myTexture : register(t2, space0);
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struct tint_symbol_4 {
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float2 texcoord : 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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tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
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const float2 texcoord = tint_symbol_3.texcoord;
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float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
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if (!(all((clampedTexcoord == texcoord)))) {
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discard;
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}
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float4 srcColor = myTexture.Sample(mySampler, texcoord);
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const tint_symbol_5 tint_symbol_9 = {srcColor};
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return tint_symbol_9;
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}
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