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This change implements pointers and references as described by the WGSL specification change in https://github.com/gpuweb/gpuweb/pull/1569. reader/spirv: * Now emits address-of `&expr` and indirection `*expr` operators as needed. * As an identifier may now resolve to a pointer or reference type depending on whether the declaration is a `var`, `let` or parameter, `Function::identifier_values_` has been changed from an ID set to an ID -> Type* map. resolver: * Now correctly resolves all expressions to either a value type, reference type or pointer type. * Validates pointer / reference rules on assignment, `var` and `let` construction, and usage. * Handles the address-of and indirection operators. * No longer does any implicit loads of pointer types. * Storage class validation is still TODO (crbug.com/tint/809) writer/spirv: * Correctly handles variables and expressions of pointer and reference types, emitting OpLoads where necessary. test: * Lots of new test cases Fixed: tint:727 Change-Id: I77d3281590e35e5a3122f5b74cdeb71a6fe51f74 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/50740 Commit-Queue: Ben Clayton <bclayton@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com>
43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ float4x4 modelViewProjectionMatrix;
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};
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position [[attribute(0)]];
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float4 color [[attribute(1)]];
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};
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struct tint_symbol_2 {
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float4 vtxFragColor [[user(locn0)]];
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float4 Position [[position]];
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};
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struct tint_symbol_4 {
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float4 fragColor [[user(locn0)]];
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};
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struct tint_symbol_5 {
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float4 value [[color(0)]];
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};
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vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
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VertexInput const input = {tint_symbol.cur_position, tint_symbol.color};
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VertexOutput output = {};
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output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
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output.vtxFragColor = input.color;
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return {output.vtxFragColor, output.Position};
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}
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fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
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float4 const fragColor = tint_symbol_3.fragColor;
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return {fragColor};
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}
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