dawn-cmake/test/intrinsics/textureNumSamples/depth_ms.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

63 lines
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#include <metal_stdlib>
using namespace metal;
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 [[position]];
};
void textureNumSamples_a3c8a0(depth2d_ms<float, access::read> tint_symbol_5) {
int res = 0;
int const x_16 = int(tint_symbol_5.get_num_samples());
res = x_16;
return;
}
void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) {
*(tint_symbol_6) = tint_symbol;
return;
}
void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) {
textureNumSamples_a3c8a0(tint_symbol_7);
tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f), tint_symbol_8);
return;
}
vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) {
vertex_main_1(tint_symbol_9, tint_symbol_10);
vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)};
return tint_symbol_4;
}
vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) {
thread float4 tint_symbol_12 = float4(0.0f, 0.0f, 0.0f, 0.0f);
vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12));
tint_symbol_3 wrapper_result = {};
wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
return wrapper_result;
}
void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) {
textureNumSamples_a3c8a0(tint_symbol_13);
return;
}
fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) {
fragment_main_1(tint_symbol_14);
return;
}
void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) {
textureNumSamples_a3c8a0(tint_symbol_15);
return;
}
kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) {
compute_main_1(tint_symbol_16);
return;
}