dawn-cmake/test/shader_io/fragment_input_mixed.wgsl.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

37 lines
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#include <metal_stdlib>
using namespace metal;
struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
uint sample_mask;
};
struct tint_symbol_2 {
int loc0 [[user(locn0)]];
uint loc1 [[user(locn1)]];
float loc2 [[user(locn2)]];
float4 loc3 [[user(locn3)]];
};
void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
if (front_facing) {
float4 const foo = inputs0.position;
uint const bar = (sample_index + inputs1.sample_mask);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = loc2;
float4 const v = inputs1.loc3;
}
}
fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint sample_mask [[sample_mask]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
FragmentInputs0 const tint_symbol_3 = {.position=position, .loc0=tint_symbol_1.loc0};
FragmentInputs1 const tint_symbol_4 = {.loc3=tint_symbol_1.loc3, .sample_mask=sample_mask};
tint_symbol_inner(tint_symbol_3, front_facing, tint_symbol_1.loc1, sample_index, tint_symbol_4, tint_symbol_1.loc2);
return;
}