dawn-cmake/test/bug/tint/951.spvasm.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

75 lines
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#include <metal_stdlib>
using namespace metal;
struct ssbOut {
/* 0x0000 */ float result[1];
};
struct ssbA {
/* 0x0000 */ float A[1];
};
struct Uniforms {
/* 0x0000 */ float tint_symbol;
/* 0x0004 */ int aShape;
/* 0x0008 */ int outShape;
/* 0x000c */ int outShapeStrides;
/* 0x0010 */ int size;
};
float getAAtOutCoords_(const device ssbA& x_20, thread uint3* const tint_symbol_2) {
uint const x_42 = (*(tint_symbol_2)).x;
float const x_44 = x_20.A[x_42];
return x_44;
}
float unaryOperation_f1_(thread float* const a) {
float const x_47 = *(a);
if ((x_47 < 0.0f)) {
return INFINITY;
}
float const x_55 = *(a);
return log(x_55);
}
void setOutput_i1_f1_(device ssbOut& x_16, thread int* const flatIndex, thread float* const value) {
int const x_27 = *(flatIndex);
float const x_28 = *(value);
x_16.result[x_27] = x_28;
return;
}
void main_1(constant Uniforms& x_24, const device ssbA& x_20, device ssbOut& x_16, thread uint3* const tint_symbol_3) {
int index = 0;
float a_1 = 0.0f;
float param = 0.0f;
int param_1 = 0;
float param_2 = 0.0f;
uint const x_61 = (*(tint_symbol_3)).x;
index = as_type<int>(x_61);
int const x_63 = index;
int const x_70 = x_24.size;
if ((x_63 < x_70)) {
float const x_75 = getAAtOutCoords_(x_20, tint_symbol_3);
a_1 = x_75;
float const x_77 = a_1;
param = x_77;
float const x_78 = unaryOperation_f1_(&(param));
int const x_80 = index;
param_1 = x_80;
param_2 = x_78;
setOutput_i1_f1_(x_16, &(param_1), &(param_2));
}
return;
}
void tint_symbol_1_inner(constant Uniforms& x_24, const device ssbA& x_20, device ssbOut& x_16, uint3 gl_GlobalInvocationID_param, thread uint3* const tint_symbol_4) {
*(tint_symbol_4) = gl_GlobalInvocationID_param;
main_1(x_24, x_20, x_16, tint_symbol_4);
}
kernel void tint_symbol_1(uint3 gl_GlobalInvocationID_param [[thread_position_in_grid]], constant Uniforms& x_24 [[buffer(2)]], const device ssbA& x_20 [[buffer(1)]], device ssbOut& x_16 [[buffer(0)]]) {
thread uint3 tint_symbol_5 = 0u;
tint_symbol_1_inner(x_24, x_20, x_16, gl_GlobalInvocationID_param, &(tint_symbol_5));
return;
}