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

46 lines
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#include <metal_stdlib>
using namespace metal;
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(thread float4* const tint_symbol_3) {
float4 v = 0.0f;
float dist1 = 0.0f;
float dist2 = 0.0f;
v = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_30 = v;
float4 const x_32 = v;
float4 const x_34 = v;
dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34)));
float4 const x_38 = v;
dist2 = distance(tanh(x_38), float4(0.761590004f, 0.964030027f, 0.995050013f, 0.999329984f));
float const x_41 = dist1;
float const x_43 = dist2;
if (((x_41 < 0.100000001f) & (x_43 < 0.100000001f))) {
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
main_out tint_symbol_inner(thread float4* const tint_symbol_4) {
main_1(tint_symbol_4);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol() {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(&(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}