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This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
36 lines
718 B
HLSL
36 lines
718 B
HLSL
RWByteAddressBuffer sb_rw : register(u0, space0);
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void arrayLength_61b1c7() {
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uint tint_symbol_2 = 0u;
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sb_rw.GetDimensions(tint_symbol_2);
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const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u);
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uint res = tint_symbol_3;
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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arrayLength_61b1c7();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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arrayLength_61b1c7();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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arrayLength_61b1c7();
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return;
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}
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