wgpu/tests/out/hlsl/boids.hlsl
Jim Blandy 3fdd8592fc [wgsl-in] Rework Load Rule handling and indirection.
Make the parser code more closely follow the spec's grammar around
`unary_expression`, `postfix_expression`, and `singular_expression`.

Change the handling of postfix expressions (indexing, member/component access,
and swizzling) to apply the indirection at the appropriate time, resulting in
code improvements on all output formats. For example, where we used to generate
the following MSL:

    metal::float4 _e13 = bar.matrix[3];
    float b = _e13.x;

we now generate, simply:

    float b = bar.matrix[3].x;

Propagate WGSL reference types correctly, so that parenthesizing expressions no
longer causes the Load Rule to be applied.

Together with #1332 (already landed), this is a replacement for #1312, and
unblocks #1352.

Fixes #1351.
2021-09-14 16:17:57 -04:00

148 lines
4.2 KiB
HLSL

static const uint NUM_PARTICLES = 1500;
struct Particle {
float2 pos;
float2 vel;
};
struct SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
};
cbuffer params : register(b0) { SimParams params; }
ByteAddressBuffer particlesSrc : register(t1);
RWByteAddressBuffer particlesDst : register(u2);
[numthreads(64, 1, 1)]
void main(uint3 global_invocation_id : SV_DispatchThreadID)
{
float2 vPos = (float2)0;
float2 vVel = (float2)0;
float2 cMass = (float2)0;
float2 cVel = (float2)0;
float2 colVel = (float2)0;
int cMassCount = 0;
int cVelCount = 0;
float2 pos = (float2)0;
float2 vel = (float2)0;
uint i = 0u;
uint index = global_invocation_id.x;
if ((index >= NUM_PARTICLES)) {
return;
}
float2 _expr10 = asfloat(particlesSrc.Load2(0+index*16+0));
vPos = _expr10;
float2 _expr15 = asfloat(particlesSrc.Load2(8+index*16+0));
vVel = _expr15;
cMass = float2(0.0, 0.0);
cVel = float2(0.0, 0.0);
colVel = float2(0.0, 0.0);
bool loop_init = true;
while(true) {
if (!loop_init) {
uint _expr86 = i;
i = (_expr86 + 1u);
}
loop_init = false;
uint _expr37 = i;
if ((_expr37 >= NUM_PARTICLES)) {
break;
}
uint _expr39 = i;
if ((_expr39 == index)) {
continue;
}
uint _expr42 = i;
float2 _expr45 = asfloat(particlesSrc.Load2(0+_expr42*16+0));
pos = _expr45;
uint _expr47 = i;
float2 _expr50 = asfloat(particlesSrc.Load2(8+_expr47*16+0));
vel = _expr50;
float2 _expr51 = pos;
float2 _expr52 = vPos;
float _expr55 = params.rule1Distance;
if ((distance(_expr51, _expr52) < _expr55)) {
float2 _expr57 = cMass;
float2 _expr58 = pos;
cMass = (_expr57 + _expr58);
int _expr60 = cMassCount;
cMassCount = (_expr60 + 1);
}
float2 _expr63 = pos;
float2 _expr64 = vPos;
float _expr67 = params.rule2Distance;
if ((distance(_expr63, _expr64) < _expr67)) {
float2 _expr69 = colVel;
float2 _expr70 = pos;
float2 _expr71 = vPos;
colVel = (_expr69 - (_expr70 - _expr71));
}
float2 _expr74 = pos;
float2 _expr75 = vPos;
float _expr78 = params.rule3Distance;
if ((distance(_expr74, _expr75) < _expr78)) {
float2 _expr80 = cVel;
float2 _expr81 = vel;
cVel = (_expr80 + _expr81);
int _expr83 = cVelCount;
cVelCount = (_expr83 + 1);
}
}
int _expr89 = cMassCount;
if ((_expr89 > 0)) {
float2 _expr92 = cMass;
int _expr93 = cMassCount;
float2 _expr97 = vPos;
cMass = ((_expr92 / float2(float(_expr93).xx)) - _expr97);
}
int _expr99 = cVelCount;
if ((_expr99 > 0)) {
float2 _expr102 = cVel;
int _expr103 = cVelCount;
cVel = (_expr102 / float2(float(_expr103).xx));
}
float2 _expr107 = vVel;
float2 _expr108 = cMass;
float _expr110 = params.rule1Scale;
float2 _expr113 = colVel;
float _expr115 = params.rule2Scale;
float2 _expr118 = cVel;
float _expr120 = params.rule3Scale;
vVel = (((_expr107 + (_expr108 * _expr110)) + (_expr113 * _expr115)) + (_expr118 * _expr120));
float2 _expr123 = vVel;
float2 _expr125 = vVel;
vVel = (normalize(_expr123) * clamp(length(_expr125), 0.0, 0.10000000149011612));
float2 _expr131 = vPos;
float2 _expr132 = vVel;
float _expr134 = params.deltaT;
vPos = (_expr131 + (_expr132 * _expr134));
float _expr138 = vPos.x;
if ((_expr138 < -1.0)) {
vPos.x = 1.0;
}
float _expr144 = vPos.x;
if ((_expr144 > 1.0)) {
vPos.x = -1.0;
}
float _expr150 = vPos.y;
if ((_expr150 < -1.0)) {
vPos.y = 1.0;
}
float _expr156 = vPos.y;
if ((_expr156 > 1.0)) {
vPos.y = -1.0;
}
float2 _expr164 = vPos;
particlesDst.Store2(0+index*16+0, asuint(_expr164));
float2 _expr168 = vVel;
particlesDst.Store2(8+index*16+0, asuint(_expr168));
return;
}