dawn-cmake/test/intrinsics/textureDimensions/depth_ms.spvasm.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

64 lines
1.2 KiB
HLSL

Texture2DMS<float4> arg_0 : register(t0, space1);
static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
void textureDimensions_f60bdb() {
int2 res = int2(0, 0);
int3 tint_tmp;
arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
const int2 x_16 = int2(tint_tmp.xy);
res = x_16;
return;
}
void tint_symbol_2(float4 tint_symbol) {
tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1() {
textureDimensions_f60bdb();
tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f));
return;
}
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 : SV_Position;
};
vertex_main_out vertex_main_inner() {
vertex_main_1();
const vertex_main_out tint_symbol_4 = {tint_symbol_1};
return tint_symbol_4;
}
tint_symbol_3 vertex_main() {
const vertex_main_out inner_result = vertex_main_inner();
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
return wrapper_result;
}
void fragment_main_1() {
textureDimensions_f60bdb();
return;
}
void fragment_main() {
fragment_main_1();
return;
}
void compute_main_1() {
textureDimensions_f60bdb();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
compute_main_1();
return;
}