dawn-cmake/test/tint/bug/tint/1121.wgsl.expected.fxc.hlsl

118 lines
4.7 KiB
HLSL

RWByteAddressBuffer lightsBuffer : register(u0, space0);
RWByteAddressBuffer tileLightId : register(u0, space1);
cbuffer cbuffer_config : register(b0, space2) {
uint4 config[2];
};
cbuffer cbuffer_uniforms : register(b0, space3) {
uint4 uniforms[11];
};
struct tint_symbol_1 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
float4x4 tint_symbol_6(uint4 buffer[11], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
const uint scalar_offset_3 = ((offset + 48u)) / 4;
return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4]));
}
uint tint_atomicAdd(RWByteAddressBuffer buffer, uint offset, uint value) {
uint original_value = 0;
buffer.InterlockedAdd(offset, value, original_value);
return original_value;
}
void main_inner(uint3 GlobalInvocationID) {
uint index = GlobalInvocationID.x;
if ((index >= config[0].x)) {
return;
}
lightsBuffer.Store(((32u * index) + 4u), asuint(((asfloat(lightsBuffer.Load(((32u * index) + 4u))) - 0.100000001f) + (0.001f * (float(index) - (64.0f * floor((float(index) / 64.0f))))))));
if ((asfloat(lightsBuffer.Load(((32u * index) + 4u))) < asfloat(uniforms[0].y))) {
lightsBuffer.Store(((32u * index) + 4u), asuint(asfloat(uniforms[1].y)));
}
float4x4 M = tint_symbol_6(uniforms, 96u);
float viewNear = (-(M[3][2]) / (-1.0f + M[2][2]));
float viewFar = (-(M[3][2]) / (1.0f + M[2][2]));
float4 lightPos = asfloat(lightsBuffer.Load4((32u * index)));
lightPos = mul(lightPos, tint_symbol_6(uniforms, 32u));
lightPos = (lightPos / lightPos.w);
float lightRadius = asfloat(lightsBuffer.Load(((32u * index) + 28u)));
float4 boxMin = (lightPos - float4(float3((lightRadius).xxx), 0.0f));
float4 boxMax = (lightPos + float4(float3((lightRadius).xxx), 0.0f));
float4 frustumPlanes[6] = (float4[6])0;
frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, viewNear);
frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, -(viewFar));
const int TILE_SIZE = 16;
const int TILE_COUNT_X = 2;
const int TILE_COUNT_Y = 2;
{
for(int y = 0; (y < TILE_COUNT_Y); y = (y + 1)) {
{
for(int x = 0; (x < TILE_COUNT_X); x = (x + 1)) {
int2 tilePixel0Idx = int2((x * TILE_SIZE), (y * TILE_SIZE));
float2 floorCoord = (((2.0f * float2(tilePixel0Idx)) / asfloat(uniforms[10]).xy) - (1.0f).xx);
float2 ceilCoord = (((2.0f * float2((tilePixel0Idx + int2((TILE_SIZE).xx)))) / asfloat(uniforms[10]).xy) - (1.0f).xx);
float2 viewFloorCoord = float2((((-(viewNear) * floorCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord.y) - (M[2][1] * viewNear)) / M[1][1]));
float2 viewCeilCoord = float2((((-(viewNear) * ceilCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord.y) - (M[2][1] * viewNear)) / M[1][1]));
frustumPlanes[0] = float4(1.0f, 0.0f, (-(viewFloorCoord.x) / viewNear), 0.0f);
frustumPlanes[1] = float4(-1.0f, 0.0f, (viewCeilCoord.x / viewNear), 0.0f);
frustumPlanes[2] = float4(0.0f, 1.0f, (-(viewFloorCoord.y) / viewNear), 0.0f);
frustumPlanes[3] = float4(0.0f, -1.0f, (viewCeilCoord.y / viewNear), 0.0f);
float dp = 0.0f;
{
for(uint i = 0u; (i < 6u); i = (i + 1u)) {
float4 p = float4(0.0f, 0.0f, 0.0f, 0.0f);
if ((frustumPlanes[i].x > 0.0f)) {
p.x = boxMax.x;
} else {
p.x = boxMin.x;
}
if ((frustumPlanes[i].y > 0.0f)) {
p.y = boxMax.y;
} else {
p.y = boxMin.y;
}
if ((frustumPlanes[i].z > 0.0f)) {
p.z = boxMax.z;
} else {
p.z = boxMin.z;
}
p.w = 1.0f;
dp = (dp + min(0.0f, dot(p, frustumPlanes[i])));
}
}
if ((dp >= 0.0f)) {
uint tileId = uint((x + (y * TILE_COUNT_X)));
bool tint_tmp = (tileId < 0u);
if (!tint_tmp) {
tint_tmp = (tileId >= config[0].y);
}
if ((tint_tmp)) {
continue;
}
uint offset = tint_atomicAdd(tileLightId, (260u * tileId), 1u);
if ((offset >= config[1].x)) {
continue;
}
tileLightId.Store((((260u * tileId) + 4u) + (4u * offset)), asuint(GlobalInvocationID.x));
}
}
}
}
}
}
[numthreads(64, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.GlobalInvocationID);
return;
}