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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>
29 lines
744 B
HLSL
29 lines
744 B
HLSL
struct MyStruct {
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float f1;
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};
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static const int v1 = 1;
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static const uint v2 = 1u;
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static const float v3 = 1.0f;
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static const int3 v4 = int3(1, 1, 1);
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static const uint3 v5 = uint3(1u, 1u, 1u);
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static const float3 v6 = float3(1.0f, 1.0f, 1.0f);
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static const float3x3 v7 = float3x3(float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f));
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static const MyStruct v8 = (MyStruct)0;
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static const float v9[10] = (float[10])0;
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struct tint_symbol {
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float4 value : SV_Target0;
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};
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float4 main_inner() {
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol main() {
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const float4 inner_result = 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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