dawn-cmake/test/buffer/storage/dynamic_index/write.wgsl.expected.msl
James Price a5d73ce965 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>
2021-08-04 22:15:28 +00:00

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#include <metal_stdlib>
using namespace metal;
struct tint_array_wrapper {
/* 0x0000 */ int4 arr[4];
};
struct Inner {
/* 0x0000 */ packed_int3 a;
/* 0x000c */ int b;
/* 0x0010 */ packed_uint3 c;
/* 0x001c */ uint d;
/* 0x0020 */ packed_float3 e;
/* 0x002c */ float f;
/* 0x0030 */ float2x3 g;
/* 0x0050 */ float3x2 h;
/* 0x0068 */ int8_t tint_pad[8];
/* 0x0070 */ tint_array_wrapper i;
};
struct S {
/* 0x0000 */ Inner arr[1];
};
void tint_symbol_inner(device S& s, uint idx) {
s.arr[idx].a = int3();
s.arr[idx].b = int();
s.arr[idx].c = uint3();
s.arr[idx].d = uint();
s.arr[idx].e = float3();
s.arr[idx].f = float();
s.arr[idx].g = float2x3();
s.arr[idx].h = float3x2();
tint_array_wrapper const tint_symbol_1 = {.arr={}};
s.arr[idx].i = tint_symbol_1;
}
kernel void tint_symbol(uint idx [[thread_index_in_threadgroup]], device S& s [[buffer(0)]]) {
tint_symbol_inner(s, idx);
return;
}