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

@@ -133,11 +133,16 @@ struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
const main_out tint_symbol_4 = {x_GLF_color};
return tint_symbol_4;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}

View File

@@ -7,7 +7,7 @@ struct buf0 {
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
@@ -110,13 +110,13 @@ int pointInTriangle_vf2_vf2_vf2_vf2_(thread float2* const p, thread float2* cons
return x_173;
}
void main_1(constant buf0& x_24, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
void main_1(constant buf0& x_24, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float2 pos = 0.0f;
float2 param_6 = 0.0f;
float2 param_7 = 0.0f;
float2 param_8 = 0.0f;
float2 param_9 = 0.0f;
float4 const x_67 = *(tint_symbol_5);
float4 const x_67 = *(tint_symbol_3);
float2 const x_70 = x_24.resolution;
float2 const x_71 = (float2(x_67.x, x_67.y) / x_70);
pos = x_71;
@@ -126,20 +126,26 @@ void main_1(constant buf0& x_24, thread float4* const tint_symbol_5, thread floa
param_9 = float2(0.100000001f, 0.400000006f);
int const x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
if ((x_72 == 1)) {
*(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f);
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_6) = float4(0.0f, 0.0f, 0.0f, 1.0f);
*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_24 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
tint_symbol_7 = gl_FragCoord_param;
main_1(x_24, &(tint_symbol_7), &(tint_symbol_8));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
main_out tint_symbol_inner(constant buf0& x_24, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_24, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_24 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_24, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}

View File

@@ -149,11 +149,16 @@ struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
const main_out tint_symbol_4 = {x_GLF_color};
return tint_symbol_4;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}

View File

@@ -7,7 +7,7 @@ struct buf0 {
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
@@ -110,13 +110,13 @@ int pointInTriangle_vf2_vf2_vf2_vf2_(thread float2* const p, thread float2* cons
return x_173;
}
void main_1(constant buf0& x_24, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
void main_1(constant buf0& x_24, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float2 pos = 0.0f;
float2 param_6 = 0.0f;
float2 param_7 = 0.0f;
float2 param_8 = 0.0f;
float2 param_9 = 0.0f;
float4 const x_67 = *(tint_symbol_5);
float4 const x_67 = *(tint_symbol_3);
float2 const x_70 = x_24.resolution;
float2 const x_71 = (float2(x_67.x, x_67.y) / x_70);
pos = x_71;
@@ -126,20 +126,26 @@ void main_1(constant buf0& x_24, thread float4* const tint_symbol_5, thread floa
param_9 = float2(0.100000001f, 0.400000006f);
int const x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
if ((x_72 == 1)) {
*(tint_symbol_6) = float4(1.0f, 0.0f, 0.0f, 1.0f);
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_6) = float4(0.0f, 0.0f, 0.0f, 1.0f);
*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_24 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
tint_symbol_7 = gl_FragCoord_param;
main_1(x_24, &(tint_symbol_7), &(tint_symbol_8));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
main_out tint_symbol_inner(constant buf0& x_24, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_24, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_24 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_24, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}