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