transform/shader_io: Generate a wrapper function

This is a major reworking of this transform. The old transform code
was getting unwieldy, with part of the complication coming from the
handling of multiple return statements. By generating a wrapper
function instead, we can avoid a lot of this complexity.

The original entry point function is stripped of all shader IO
attributes (as well as `stage` and `workgroup_size`), but the body is
left unmodified. A new entry point wrapper function is introduced
which calls the original function, packing/unpacking the shader inputs
as necessary, and propagates the result to the corresponding shader
outputs.

The new code has been refactored to use a state object with the
different parts of the transform split into separate functions, which
makes it much more manageable.

Fixed: tint:1076
Bug: tint:920
Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
James Price
2021-08-04 22:15:28 +00:00
committed by Tint LUCI CQ
parent 3e92e9f8ba
commit a5d73ce965
3866 changed files with 49323 additions and 26508 deletions

View File

@@ -27,24 +27,24 @@ struct tint_array_wrapper_2 {
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
tint_array_wrapper_2 data = {};
int b = 0;
int y = 0;
int i = 0;
float const x_42 = x_7.x_GLF_uniform_float_values.arr[0].el;
float const x_45 = x_7.x_GLF_uniform_float_values.arr[0].el;
tint_array_wrapper_2 const tint_symbol_4 = {.arr={float4(x_42, x_42, x_42, x_42), float4(x_45, x_45, x_45, x_45)}};
data = tint_symbol_4;
tint_array_wrapper_2 const tint_symbol_2 = {.arr={float4(x_42, x_42, x_42, x_42), float4(x_45, x_45, x_45, x_45)}};
data = tint_symbol_2;
int const x_49 = x_10.x_GLF_uniform_int_values.arr[1].el;
b = x_49;
float const x_51 = (*(tint_symbol_6)).y;
float const x_51 = (*(tint_symbol_4)).y;
int const x_54 = x_10.x_GLF_uniform_int_values.arr[1].el;
float const x_56 = (*(tint_symbol_6)).y;
float const x_56 = (*(tint_symbol_4)).y;
int const x_60 = x_10.x_GLF_uniform_int_values.arr[1].el;
y = clamp(int(x_51), (x_54 | int(x_56)), x_60);
int const x_63 = x_10.x_GLF_uniform_int_values.arr[1].el;
@@ -93,17 +93,23 @@ void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_s
}
int const x_118 = x_10.x_GLF_uniform_int_values.arr[1].el;
float4 const x_120 = data.arr[x_118];
*(tint_symbol_7) = float4(x_120.x, x_120.y, x_120.z, x_120.w);
*(tint_symbol_5) = float4(x_120.x, x_120.y, x_120.z, x_120.w);
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_7, x_10, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
main_out tint_symbol_inner(constant buf0& x_7, constant buf1& x_10, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_7, x_10, tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, x_10, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}

View File

@@ -27,24 +27,24 @@ struct tint_array_wrapper_2 {
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
tint_array_wrapper_2 data = {};
int b = 0;
int y = 0;
int i = 0;
float const x_42 = x_7.x_GLF_uniform_float_values.arr[0].el;
float const x_45 = x_7.x_GLF_uniform_float_values.arr[0].el;
tint_array_wrapper_2 const tint_symbol_4 = {.arr={float4(x_42, x_42, x_42, x_42), float4(x_45, x_45, x_45, x_45)}};
data = tint_symbol_4;
tint_array_wrapper_2 const tint_symbol_2 = {.arr={float4(x_42, x_42, x_42, x_42), float4(x_45, x_45, x_45, x_45)}};
data = tint_symbol_2;
int const x_49 = x_10.x_GLF_uniform_int_values.arr[1].el;
b = x_49;
float const x_51 = (*(tint_symbol_6)).y;
float const x_51 = (*(tint_symbol_4)).y;
int const x_54 = x_10.x_GLF_uniform_int_values.arr[1].el;
float const x_56 = (*(tint_symbol_6)).y;
float const x_56 = (*(tint_symbol_4)).y;
int const x_60 = x_10.x_GLF_uniform_int_values.arr[1].el;
y = clamp(int(x_51), (x_54 | int(x_56)), x_60);
int const x_63 = x_10.x_GLF_uniform_int_values.arr[1].el;
@@ -93,17 +93,23 @@ void main_1(constant buf0& x_7, constant buf1& x_10, thread float4* const tint_s
}
int const x_118 = x_10.x_GLF_uniform_int_values.arr[1].el;
float4 const x_120 = data.arr[x_118];
*(tint_symbol_7) = float4(x_120.x, x_120.y, x_120.z, x_120.w);
*(tint_symbol_5) = float4(x_120.x, x_120.y, x_120.z, x_120.w);
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_7, x_10, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
main_out tint_symbol_inner(constant buf0& x_7, constant buf1& x_10, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_7, x_10, tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]], constant buf1& x_10 [[buffer(1)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, x_10, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}