dawn-cmake/test/bug/tint/534.wgsl.expected.hlsl
Antonio Maiorano bc5d8f6bcf Revert "HLSL: force FXC to never unroll loops"
This reverts commit 11d09f2fe7c006b78f7319e876e4ced43f0c1a60.

Reason for revert: Failing roll of Tint to Dawn: https://dawn-review.googlesource.com/c/dawn/+/70100

Original change's description:
> HLSL: force FXC to never unroll loops
>
> Emit the "[loop]" attribute on "for" and "while" so that FXC does not
> attempt to unroll them. This is to work around an FXC bug where it fails
> to unroll loops with gradient operations.
>
> FXC ostensibly unrolls such loops because gradient operations require
> uniform control flow, and loops that have varying iterations may
> possibly not be uniform. Tint will eventually validate that control flow
> is indeed uniform, so forcing FXC to avoid unrolling in these cases
> should be fine.
>
> Bug: tint:1112
> Change-Id: I10077f8b62fbbb230a0003f3864c75a8fe0e1d18
> Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69880
> Kokoro: Kokoro <noreply+kokoro@google.com>
> Reviewed-by: Ben Clayton <bclayton@google.com>
> Commit-Queue: Antonio Maiorano <amaiorano@google.com>

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: tint:1112
Change-Id: I8e8f3c0abfa6e6bc5d0e67af9428a46ef867d5c1
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70540
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
2021-11-22 19:31:56 +00:00

57 lines
1.6 KiB
HLSL

void set_uint4(inout uint4 vec, int idx, uint val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
Texture2D<float4> src : register(t0, space0);
Texture2D<float4> tint_symbol : register(t1, space0);
RWByteAddressBuffer output : register(u2, space0);
cbuffer cbuffer_uniforms : register(b3, space0) {
uint4 uniforms[1];
};
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
struct tint_symbol_2 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
void main_inner(uint3 GlobalInvocationID) {
int2 tint_tmp;
src.GetDimensions(tint_tmp.x, tint_tmp.y);
int2 size = tint_tmp;
int2 dstTexCoord = int2(GlobalInvocationID.xy);
int2 srcTexCoord = dstTexCoord;
if ((uniforms[0].x == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
float4 srcColor = src.Load(int3(srcTexCoord, 0));
float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0));
bool success = true;
uint4 srcColorBits = uint4(0u, 0u, 0u, 0u);
uint4 dstColorBits = uint4(dstColor);
{
for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) {
set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i]));
bool tint_tmp_1 = success;
if (tint_tmp_1) {
tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]);
}
success = (tint_tmp_1);
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
output.Store((4u * outputIndex), asuint(uint(1)));
} else {
output.Store((4u * outputIndex), asuint(uint(0)));
}
}
[numthreads(1, 1, 1)]
void main(tint_symbol_2 tint_symbol_1) {
main_inner(tint_symbol_1.GlobalInvocationID);
return;
}