In glsl and hlsl, I can define a function like this:
float voronoi(vec2 x, out int2 cell) {
cell = ...
return ...
}
However, it doesn't seem like this is possible in wgsl.
What's the intended replacement for this? I guess I could define a VoronoiResult struct, but it seems overly boilerplate heavy:
struct VoronoiResult {
cell: vec2<i32>;
distance: f32;
};
fn voronoi(x: vec2<f32>) -> VoronoiResult {
// ...
var ret: VoronoiResult;
ret.distance = distance;
ret.cell = cell;
return ret;
}
The equivalent would be to use a pointer argument:
fn voronoi(x: vec2<f32>, cell: ptr<function, vec2<i32>>) -> f32 {
*cell = vec2(1, 2);
return 1.f;
}
@compute @workgroup_size(1)
fn main() {
var a: vec2<i32>;
var f = voronoi(vec2(1.f, 1.f), &a);
}
This produces the HLSL:
float voronoi(float2 x, inout int2 cell) {
cell = int2(1, 2);
return 1.0f;
}
[numthreads(1, 1, 1)]
void main() {
int2 a = int2(0, 0);
float f = voronoi((1.0f).xx, a);
return;
}
You can also make the struct version shorter by using the struct initializer:
struct Out {
cell: vec2<i32>,
val: f32,
}
fn voronoi(x: vec2<f32>) -> Out {
return Out(vec2(1, 2), 1.f);
}
@compute @workgroup_size(1)
fn main() {
var f = voronoi(vec2(1.f, 1.f));
}
The builtin functions modf and frexp, which also need to return two values, solve this by returning structs. In fact, these functions originally returned one of the values via a pointer, but were changed to return a struct after some discussion.
So I guess returning a struct can now be considered idiomatic.
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