dawn-cmake/test/tint/shader_io/shared_struct_storage_buffer.wgsl.expected.fxc.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

33 lines
712 B
HLSL

struct S {
float f;
uint u;
float4 v;
};
RWByteAddressBuffer output : register(u0, space0);
struct tint_symbol_1 {
float f : TEXCOORD0;
nointerpolation uint u : TEXCOORD1;
float4 v : SV_Position;
};
void output_store(uint offset, S value) {
output.Store((offset + 0u), asuint(value.f));
output.Store((offset + 4u), asuint(value.u));
output.Store4((offset + 128u), asuint(value.v));
}
void frag_main_inner(S input) {
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
output_store(0u, input);
}
void frag_main(tint_symbol_1 tint_symbol) {
const S tint_symbol_2 = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
frag_main_inner(tint_symbol_2);
return;
}