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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>
21 lines
889 B
Plaintext
21 lines
889 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct ComputeInputs {
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uint3 local_invocation_id;
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uint local_invocation_index;
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uint3 global_invocation_id;
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uint3 workgroup_id;
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};
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void tint_symbol_inner(ComputeInputs inputs) {
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uint const foo = (((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x);
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}
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kernel void tint_symbol(uint3 local_invocation_id [[thread_position_in_threadgroup]], uint local_invocation_index [[thread_index_in_threadgroup]], uint3 global_invocation_id [[thread_position_in_grid]], uint3 workgroup_id [[threadgroup_position_in_grid]]) {
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ComputeInputs const tint_symbol_1 = {.local_invocation_id=local_invocation_id, .local_invocation_index=local_invocation_index, .global_invocation_id=global_invocation_id, .workgroup_id=workgroup_id};
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tint_symbol_inner(tint_symbol_1);
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return;
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}
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