dawn-cmake/test/bug/tint/977.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

67 lines
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#include <metal_stdlib>
using namespace metal;
struct ResultMatrix {
/* 0x0000 */ float numbers[1];
};
struct FirstMatrix {
/* 0x0000 */ float numbers[1];
};
struct SecondMatrix {
/* 0x0000 */ float numbers[1];
};
struct Uniforms {
/* 0x0000 */ float tint_symbol;
/* 0x0004 */ int sizeA;
/* 0x0008 */ int sizeB;
};
float binaryOperation_f1_f1_(thread float* const a, thread float* const b) {
float x_26 = 0.0f;
float const x_13 = *(b);
if ((x_13 == 0.0f)) {
return 1.0f;
}
float const x_21 = *(b);
if (!((rint((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
float const x_29 = *(a);
float const x_31 = *(b);
x_26 = pow(fabs(x_29), x_31);
} else {
float const x_34 = *(a);
float const x_36 = *(a);
float const x_38 = *(b);
x_26 = (sign(x_34) * pow(fabs(x_36), x_38));
}
float const x_41 = x_26;
return x_41;
}
void main_1(device ResultMatrix& resultMatrix, thread uint3* const tint_symbol_2) {
int index = 0;
int a_1 = 0;
float param = 0.0f;
float param_1 = 0.0f;
uint const x_54 = (*(tint_symbol_2)).x;
index = as_type<int>(x_54);
a_1 = -10;
int const x_63 = index;
param = -4.0f;
param_1 = -3.0f;
float const x_68 = binaryOperation_f1_f1_(&(param), &(param_1));
resultMatrix.numbers[x_63] = x_68;
return;
}
void tint_symbol_1_inner(device ResultMatrix& resultMatrix, uint3 gl_GlobalInvocationID_param, thread uint3* const tint_symbol_3) {
*(tint_symbol_3) = gl_GlobalInvocationID_param;
main_1(resultMatrix, tint_symbol_3);
}
kernel void tint_symbol_1(uint3 gl_GlobalInvocationID_param [[thread_position_in_grid]], device ResultMatrix& resultMatrix [[buffer(2)]]) {
thread uint3 tint_symbol_4 = 0u;
tint_symbol_1_inner(resultMatrix, gl_GlobalInvocationID_param, &(tint_symbol_4));
return;
}