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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>
75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_padded_array_element {
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/* 0x0000 */ int el;
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/* 0x0004 */ int8_t tint_pad[12];
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};
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struct tint_array_wrapper {
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/* 0x0000 */ tint_padded_array_element arr[3];
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};
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struct buf0 {
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/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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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_6, thread float4* const tint_symbol_3) {
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int a = 0;
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int i = 0;
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int const x_26 = x_6.x_GLF_uniform_int_values.arr[1].el;
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a = x_26;
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int const x_28 = x_6.x_GLF_uniform_int_values.arr[1].el;
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i = x_28;
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while (true) {
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int const x_33 = i;
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int const x_35 = x_6.x_GLF_uniform_int_values.arr[2].el;
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if ((x_33 < x_35)) {
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} else {
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break;
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}
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int const x_38 = i;
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if ((~(x_38) != 0)) {
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int const x_43 = a;
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a = as_type<int>((as_type<uint>(x_43) + as_type<uint>(1)));
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}
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{
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int const x_45 = i;
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i = as_type<int>((as_type<uint>(x_45) + as_type<uint>(1)));
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}
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}
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int const x_47 = a;
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int const x_49 = x_6.x_GLF_uniform_int_values.arr[2].el;
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if ((x_47 == x_49)) {
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int const x_55 = x_6.x_GLF_uniform_int_values.arr[0].el;
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int const x_58 = x_6.x_GLF_uniform_int_values.arr[1].el;
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int const x_61 = x_6.x_GLF_uniform_int_values.arr[1].el;
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int const x_64 = x_6.x_GLF_uniform_int_values.arr[0].el;
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*(tint_symbol_3) = float4(float(x_55), float(x_58), float(x_61), float(x_64));
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} else {
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int const x_68 = x_6.x_GLF_uniform_int_values.arr[1].el;
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float const x_69 = float(x_68);
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*(tint_symbol_3) = float4(x_69, x_69, x_69, x_69);
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}
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) {
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main_1(x_6, tint_symbol_4);
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main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) {
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thread float4 tint_symbol_5 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5));
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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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