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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>
112 lines
3.3 KiB
HLSL
112 lines
3.3 KiB
HLSL
struct tint_symbol_1 {
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float2 a_particlePos : TEXCOORD0;
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float2 a_particleVel : TEXCOORD1;
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float2 a_pos : TEXCOORD2;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
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float angle = -(atan2(a_particleVel.x, a_particleVel.y));
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float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
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return float4((pos + a_particlePos), 0.0f, 1.0f);
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}
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tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) {
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const float4 inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
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tint_symbol_2 wrapper_result = (tint_symbol_2)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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struct tint_symbol_3 {
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float4 value : SV_Target0;
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};
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float4 frag_main_inner() {
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return float4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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tint_symbol_3 frag_main() {
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const float4 inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = (tint_symbol_3)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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cbuffer cbuffer_params : register(b0, space0) {
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uint4 params[2];
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};
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RWByteAddressBuffer particlesA : register(u1, space0);
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RWByteAddressBuffer particlesB : register(u2, space0);
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struct tint_symbol_5 {
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uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
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};
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void comp_main_inner(uint3 gl_GlobalInvocationID) {
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uint index = gl_GlobalInvocationID.x;
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if ((index >= 5u)) {
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return;
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}
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float2 vPos = asfloat(particlesA.Load2((16u * index)));
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float2 vVel = asfloat(particlesA.Load2(((16u * index) + 8u)));
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float2 cMass = float2(0.0f, 0.0f);
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float2 cVel = float2(0.0f, 0.0f);
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float2 colVel = float2(0.0f, 0.0f);
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int cMassCount = 0;
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int cVelCount = 0;
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float2 pos = float2(0.0f, 0.0f);
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float2 vel = float2(0.0f, 0.0f);
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{
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for(uint i = 0u; (i < 5u); i = (i + 1u)) {
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if ((i == index)) {
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continue;
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}
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pos = asfloat(particlesA.Load2((16u * i))).xy;
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vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy;
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if ((distance(pos, vPos) < asfloat(params[0].y))) {
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cMass = (cMass + pos);
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cMassCount = (cMassCount + 1);
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}
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if ((distance(pos, vPos) < asfloat(params[0].z))) {
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colVel = (colVel - (pos - vPos));
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}
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if ((distance(pos, vPos) < asfloat(params[0].w))) {
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cVel = (cVel + vel);
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cVelCount = (cVelCount + 1);
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}
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}
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}
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if ((cMassCount > 0)) {
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cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
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}
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if ((cVelCount > 0)) {
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cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
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}
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vVel = (((vVel + (cMass * asfloat(params[1].x))) + (colVel * asfloat(params[1].y))) + (cVel * asfloat(params[1].z)));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
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vPos = (vPos + (vVel * asfloat(params[0].x)));
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if ((vPos.x < -1.0f)) {
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vPos.x = 1.0f;
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}
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if ((vPos.x > 1.0f)) {
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vPos.x = -1.0f;
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}
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if ((vPos.y < -1.0f)) {
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vPos.y = 1.0f;
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}
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if ((vPos.y > 1.0f)) {
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vPos.y = -1.0f;
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}
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particlesB.Store2((16u * index), asuint(vPos));
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particlesB.Store2(((16u * index) + 8u), asuint(vVel));
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}
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[numthreads(1, 1, 1)]
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void comp_main(tint_symbol_5 tint_symbol_4) {
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comp_main_inner(tint_symbol_4.gl_GlobalInvocationID);
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return;
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}
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