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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>
34 lines
815 B
Plaintext
34 lines
815 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragIn {
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float a;
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uint mask;
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};
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struct tint_symbol_2 {
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float a [[user(locn0)]];
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float b [[user(locn1)]];
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};
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struct tint_symbol_3 {
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float a [[color(0)]];
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uint mask [[sample_mask]];
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};
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FragIn tint_symbol_inner(FragIn in, float b) {
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if ((in.mask == 0u)) {
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return in;
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}
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FragIn const tint_symbol_4 = {.a=b, .mask=1u};
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return tint_symbol_4;
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}
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fragment tint_symbol_3 tint_symbol(uint mask [[sample_mask]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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FragIn const tint_symbol_5 = {.a=tint_symbol_1.a, .mask=mask};
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FragIn const inner_result = tint_symbol_inner(tint_symbol_5, tint_symbol_1.b);
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tint_symbol_3 wrapper_result = {};
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wrapper_result.a = inner_result.a;
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wrapper_result.mask = inner_result.mask;
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return wrapper_result;
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}
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