dawn-cmake/test/bug/dawn/947.wgsl.expected.hlsl
Ben Clayton 51cfe26bb7 writer/hlsl: Simplify UBO accesses for static indexing
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>
2021-07-13 12:18:13 +00:00

52 lines
1.7 KiB
HLSL

cbuffer cbuffer_uniforms : register(b0, space0) {
uint4 uniforms[1];
};
struct VertexOutputs {
float2 texcoords;
float4 position;
};
struct tint_symbol_1 {
uint VertexIndex : SV_VertexID;
};
struct tint_symbol_2 {
float2 texcoords : TEXCOORD0;
float4 position : SV_Position;
};
tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
const uint VertexIndex = tint_symbol.VertexIndex;
float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
VertexOutputs output = (VertexOutputs)0;
output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
bool flipY = (asfloat(uniforms[0].y) < 0.0f);
if (flipY) {
output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
} else {
output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
}
const tint_symbol_2 tint_symbol_8 = {output.texcoords, output.position};
return tint_symbol_8;
}
SamplerState mySampler : register(s1, space0);
Texture2D<float4> myTexture : register(t2, space0);
struct tint_symbol_4 {
float2 texcoord : TEXCOORD0;
};
struct tint_symbol_5 {
float4 value : SV_Target0;
};
tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
const float2 texcoord = tint_symbol_3.texcoord;
float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
if (!(all((clampedTexcoord == texcoord)))) {
discard;
}
float4 srcColor = myTexture.Sample(mySampler, texcoord);
const tint_symbol_5 tint_symbol_9 = {srcColor};
return tint_symbol_9;
}