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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>
64 lines
1.2 KiB
HLSL
64 lines
1.2 KiB
HLSL
Texture2DMS<float4> arg_0 : register(t0, space1);
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static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void textureNumSamples_a3c8a0() {
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int res = 0;
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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const int x_16 = tint_tmp.z;
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res = x_16;
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return;
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}
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void tint_symbol_2(float4 tint_symbol) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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void vertex_main_1() {
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textureNumSamples_a3c8a0();
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tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f));
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return;
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}
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 : SV_Position;
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};
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vertex_main_out vertex_main_inner() {
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vertex_main_1();
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const vertex_main_out tint_symbol_4 = {tint_symbol_1};
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return tint_symbol_4;
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}
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tint_symbol_3 vertex_main() {
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const vertex_main_out inner_result = vertex_main_inner();
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
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return wrapper_result;
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}
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void fragment_main_1() {
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textureNumSamples_a3c8a0();
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return;
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}
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void fragment_main() {
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fragment_main_1();
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return;
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}
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void compute_main_1() {
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textureNumSamples_a3c8a0();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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compute_main_1();
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return;
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}
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