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This uses FXC compilation failure mitigation for _any_ vector index assignment that has a non-constant index. FXC can still fall over if the loop calls a function that performs the dynamic index. Use some vector swizzle logic to avoid branches in the helper. Fixed: tint:980 Change-Id: I2a759d88a7d884bc61b4631cf57feb4acc8178de Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57882 Auto-Submit: Ben Clayton <bclayton@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
54 lines
1.6 KiB
HLSL
54 lines
1.6 KiB
HLSL
void set_uint4(inout uint4 vec, int idx, uint val) {
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vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
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}
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Texture2D<float4> src : register(t0, space0);
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Texture2D<float4> tint_symbol : register(t1, space0);
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RWByteAddressBuffer output : register(u2, space0);
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cbuffer cbuffer_uniforms : register(b3, space0) {
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uint4 uniforms[1];
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};
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uint ConvertToFp16FloatValue(float fp32) {
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return 1u;
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}
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struct tint_symbol_2 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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[numthreads(1, 1, 1)]
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void main(tint_symbol_2 tint_symbol_1) {
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const uint3 GlobalInvocationID = tint_symbol_1.GlobalInvocationID;
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int2 tint_tmp;
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src.GetDimensions(tint_tmp.x, tint_tmp.y);
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int2 size = tint_tmp;
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int2 dstTexCoord = int2(GlobalInvocationID.xy);
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int2 srcTexCoord = dstTexCoord;
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if ((uniforms[0].x == 1u)) {
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srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
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}
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float4 srcColor = src.Load(int3(srcTexCoord, 0));
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float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0));
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bool success = true;
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uint4 srcColorBits = uint4(0u, 0u, 0u, 0u);
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uint4 dstColorBits = uint4(dstColor);
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{
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for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) {
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set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i]));
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bool tint_tmp_1 = success;
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if (tint_tmp_1) {
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tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]);
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}
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success = (tint_tmp_1);
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}
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}
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uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
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if (success) {
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output.Store((4u * outputIndex), asuint(uint(1)));
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} else {
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output.Store((4u * outputIndex), asuint(uint(0)));
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}
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return;
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}
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