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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>
65 lines
1.2 KiB
Plaintext
65 lines
1.2 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct MyStruct {
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float f1;
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};
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struct tint_array_wrapper {
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float arr[10];
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};
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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int ret_i32() {
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return 1;
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}
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uint ret_u32() {
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return 1u;
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}
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float ret_f32() {
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return 1.0f;
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}
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MyStruct ret_MyStruct() {
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MyStruct const tint_symbol_2 = {};
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return tint_symbol_2;
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}
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tint_array_wrapper ret_MyArray() {
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tint_array_wrapper const tint_symbol_3 = {.arr={}};
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return tint_symbol_3;
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}
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void var_decls() {
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int v1 = 1;
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uint v2 = 1u;
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float v3 = 1.0f;
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int3 v4 = int3(1, 1, 1);
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uint3 v5 = uint3(1u, 1u, 1u);
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float3 v6 = float3(1.0f, 1.0f, 1.0f);
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float3x3 v7 = float3x3(v6, v6, v6);
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MyStruct v8 = {.f1=1.0f};
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tint_array_wrapper v9 = {.arr={}};
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int v10 = ret_i32();
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uint v11 = ret_u32();
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float v12 = ret_f32();
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MyStruct v13 = ret_MyStruct();
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MyStruct v14 = ret_MyStruct();
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tint_array_wrapper v15 = ret_MyArray();
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}
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float4 tint_symbol_inner() {
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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fragment tint_symbol_1 tint_symbol() {
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float4 const inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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