dawn-cmake/test/bug/tint/744.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

32 lines
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#include <metal_stdlib>
using namespace metal;
struct Uniforms {
/* 0x0000 */ packed_uint2 aShape;
/* 0x0008 */ packed_uint2 bShape;
/* 0x0010 */ packed_uint2 outShape;
};
struct Matrix {
/* 0x0000 */ uint numbers[1];
};
void tint_symbol_inner(constant Uniforms& uniforms, const device Matrix& firstMatrix, const device Matrix& secondMatrix, device Matrix& resultMatrix, uint3 global_id) {
uint2 const resultCell = uint2(global_id.y, global_id.x);
uint const dimInner = uniforms.aShape.y;
uint const dimOutter = uniforms.outShape.y;
uint result = 0u;
for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
uint const a = (i + (resultCell.x * dimInner));
uint const b = (resultCell.y + (i * dimOutter));
result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b]));
}
uint const index = (resultCell.y + (resultCell.x * dimOutter));
resultMatrix.numbers[index] = result;
}
kernel void tint_symbol(uint3 global_id [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], const device Matrix& firstMatrix [[buffer(0)]], const device Matrix& secondMatrix [[buffer(1)]], device Matrix& resultMatrix [[buffer(2)]]) {
tint_symbol_inner(uniforms, firstMatrix, secondMatrix, resultMatrix, global_id);
return;
}