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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>
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Tint LUCI CQ
parent
3e92e9f8ba
commit
a5d73ce965
@@ -11,8 +11,8 @@ static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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S ll = (S)0;
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float sums[9] = (float[9])0;
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const S tint_symbol_3 = {0, bool3(true, true, true)};
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ll = tint_symbol_3;
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const S tint_symbol_2 = {0, bool3(true, true, true)};
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ll = tint_symbol_2;
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while (true) {
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const S x_12 = ll;
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const float x_45 = asfloat(x_7[0].y);
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@@ -41,9 +41,15 @@ struct tint_symbol {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol main() {
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main_out main_inner() {
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main_1();
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const main_out tint_symbol_1 = {x_GLF_color};
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const tint_symbol tint_symbol_4 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_4;
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const main_out tint_symbol_3 = {x_GLF_color};
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return tint_symbol_3;
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}
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tint_symbol main() {
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const main_out inner_result = main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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@@ -18,11 +18,11 @@ struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) {
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void main_1(constant buf0& x_7, thread float4* const tint_symbol_4) {
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S ll = {};
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tint_array_wrapper sums = {};
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S const tint_symbol_3 = {.f0=0, .f1=bool3(true, true, true)};
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ll = tint_symbol_3;
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S const tint_symbol_2 = {.f0=0, .f1=bool3(true, true, true)};
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ll = tint_symbol_2;
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while (true) {
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S const x_12 = ll;
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float const x_45 = x_7.injectionSwitch.y;
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@@ -42,15 +42,21 @@ void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) {
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}
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float const x_53 = sums.arr[0];
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float2 const x_54 = float2(x_53, x_53);
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*(tint_symbol_5) = float4(1.0f, x_54.x, x_54.y, 1.0f);
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*(tint_symbol_4) = float4(1.0f, x_54.x, x_54.y, 1.0f);
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_7, thread float4* const tint_symbol_5) {
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main_1(x_7, tint_symbol_5);
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main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_5)};
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return tint_symbol_3;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) {
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thread float4 tint_symbol_6 = 0.0f;
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main_1(x_7, &(tint_symbol_6));
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main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6};
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tint_symbol_1 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1};
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return tint_symbol_4;
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main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_6));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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@@ -11,8 +11,8 @@ static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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S ll = (S)0;
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float sums[9] = (float[9])0;
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const S tint_symbol_3 = {0, bool3(true, true, true)};
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ll = tint_symbol_3;
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const S tint_symbol_2 = {0, bool3(true, true, true)};
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ll = tint_symbol_2;
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while (true) {
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const S x_12 = ll;
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const float x_45 = asfloat(x_7[0].y);
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@@ -41,9 +41,15 @@ struct tint_symbol {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol main() {
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main_out main_inner() {
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main_1();
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const main_out tint_symbol_1 = {x_GLF_color};
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const tint_symbol tint_symbol_4 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_4;
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const main_out tint_symbol_3 = {x_GLF_color};
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return tint_symbol_3;
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}
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tint_symbol main() {
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const main_out inner_result = main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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@@ -18,11 +18,11 @@ struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) {
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void main_1(constant buf0& x_7, thread float4* const tint_symbol_4) {
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S ll = {};
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tint_array_wrapper sums = {};
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S const tint_symbol_3 = {.f0=0, .f1=bool3(true, true, true)};
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ll = tint_symbol_3;
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S const tint_symbol_2 = {.f0=0, .f1=bool3(true, true, true)};
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ll = tint_symbol_2;
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while (true) {
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S const x_12 = ll;
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float const x_45 = x_7.injectionSwitch.y;
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@@ -42,15 +42,21 @@ void main_1(constant buf0& x_7, thread float4* const tint_symbol_5) {
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}
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float const x_53 = sums.arr[0];
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float2 const x_54 = float2(x_53, x_53);
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*(tint_symbol_5) = float4(1.0f, x_54.x, x_54.y, 1.0f);
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*(tint_symbol_4) = float4(1.0f, x_54.x, x_54.y, 1.0f);
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_7, thread float4* const tint_symbol_5) {
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main_1(x_7, tint_symbol_5);
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main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_5)};
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return tint_symbol_3;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_7 [[buffer(0)]]) {
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thread float4 tint_symbol_6 = 0.0f;
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main_1(x_7, &(tint_symbol_6));
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main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_6};
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tint_symbol_1 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1};
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return tint_symbol_4;
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main_out const inner_result = tint_symbol_inner(x_7, &(tint_symbol_6));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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