mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-08-04 11:15:46 +00:00
To fix this, we trick the compiler by wrapping the function body with an if (true) { <function body> } followed by returning an unused value of the return type. Bug: tint:1081 Change-Id: I763bf768f40d07a1045f0a70017bb40d488c8428 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/68822 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
67 lines
2.0 KiB
HLSL
67 lines
2.0 KiB
HLSL
cbuffer cbuffer_uniforms : register(b0, space0) {
|
|
uint4 uniforms[1];
|
|
};
|
|
|
|
struct VertexOutputs {
|
|
float2 texcoords;
|
|
float4 position;
|
|
};
|
|
struct tint_symbol_1 {
|
|
uint VertexIndex : SV_VertexID;
|
|
};
|
|
struct tint_symbol_2 {
|
|
float2 texcoords : TEXCOORD0;
|
|
float4 position : SV_Position;
|
|
};
|
|
|
|
VertexOutputs vs_main_inner(uint VertexIndex) {
|
|
float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
|
|
VertexOutputs output = (VertexOutputs)0;
|
|
output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
|
|
bool flipY = (asfloat(uniforms[0].y) < 0.0f);
|
|
if (flipY) {
|
|
output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
|
|
} else {
|
|
output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
|
|
}
|
|
return output;
|
|
}
|
|
|
|
tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
|
|
const VertexOutputs inner_result = vs_main_inner(tint_symbol.VertexIndex);
|
|
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
|
|
wrapper_result.texcoords = inner_result.texcoords;
|
|
wrapper_result.position = inner_result.position;
|
|
return wrapper_result;
|
|
}
|
|
|
|
SamplerState mySampler : register(s1, space0);
|
|
Texture2D<float4> myTexture : register(t2, space0);
|
|
|
|
struct tint_symbol_4 {
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
struct tint_symbol_5 {
|
|
float4 value : SV_Target0;
|
|
};
|
|
|
|
float4 fs_main_inner(float2 texcoord) {
|
|
if (true) {
|
|
float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
|
|
if (!(all((clampedTexcoord == texcoord)))) {
|
|
discard;
|
|
}
|
|
float4 srcColor = myTexture.Sample(mySampler, texcoord);
|
|
return srcColor;
|
|
}
|
|
float4 unused;
|
|
return unused;
|
|
}
|
|
|
|
tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
|
|
const float4 inner_result_1 = fs_main_inner(tint_symbol_3.texcoord);
|
|
tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0;
|
|
wrapper_result_1.value = inner_result_1;
|
|
return wrapper_result_1;
|
|
}
|