dawn-cmake/test/intrinsics/gen/arrayLength/cfca0a.wgsl.expected.hlsl
James Price a5d73ce965 transform/shader_io: Generate a wrapper function
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>
2021-08-04 22:15:28 +00:00

36 lines
716 B
HLSL

ByteAddressBuffer sb_ro : register(t1, space0);
void arrayLength_cfca0a() {
uint tint_symbol_2 = 0u;
sb_ro.GetDimensions(tint_symbol_2);
const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u);
uint res = tint_symbol_3;
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
arrayLength_cfca0a();
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
const float4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.value = inner_result;
return wrapper_result;
}
void fragment_main() {
arrayLength_cfca0a();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
arrayLength_cfca0a();
return;
}