dawn-cmake/test/tint/shader_io/compute_input_builtins_struct.wgsl.expected.dxc.hlsl
Ben Clayton 1a1b5278d5 tint/transform: Inline HLSL uniform / storage buffers
Change the DecomposeMemoryAccess to behave more like the DirectVariableAccess transform, in that it'll inline the access of buffer variable into the load / store helper functions, instead of passing the array down.

This avoids large array copies observed with FXC, which can have *severe* performance costs.

Fixed: tint:1819
Change-Id: I52eb3f908813f72ab9da446743e24a2637158309
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121460
Kokoro: Kokoro <noreply+kokoro@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
Reviewed-by: James Price <jrprice@google.com>
Commit-Queue: James Price <jrprice@google.com>
2023-02-24 17:16:55 +00:00

29 lines
963 B
HLSL

cbuffer cbuffer_tint_symbol_3 : register(b0, space0) {
uint4 tint_symbol_3[1];
};
struct ComputeInputs {
uint3 local_invocation_id;
uint local_invocation_index;
uint3 global_invocation_id;
uint3 workgroup_id;
uint3 num_workgroups;
};
struct tint_symbol_1 {
uint3 local_invocation_id : SV_GroupThreadID;
uint local_invocation_index : SV_GroupIndex;
uint3 global_invocation_id : SV_DispatchThreadID;
uint3 workgroup_id : SV_GroupID;
};
void main_inner(ComputeInputs inputs) {
const uint foo = ((((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x) + inputs.num_workgroups.x);
}
[numthreads(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
const ComputeInputs tint_symbol_4 = {tint_symbol.local_invocation_id, tint_symbol.local_invocation_index, tint_symbol.global_invocation_id, tint_symbol.workgroup_id, tint_symbol_3[0].xyz};
main_inner(tint_symbol_4);
return;
}