dawn-cmake/test/shader_io/interpolate_integers.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

56 lines
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#include <metal_stdlib>
using namespace metal;
struct Interface {
int i;
uint u;
int4 vi;
uint4 vu;
float4 pos;
};
struct tint_symbol {
int i [[user(locn0)]];
uint u [[user(locn1)]];
int4 vi [[user(locn2)]];
uint4 vu [[user(locn3)]];
float4 pos [[position]];
};
struct tint_symbol_2 {
int i [[user(locn0)]];
uint u [[user(locn1)]];
int4 vi [[user(locn2)]];
uint4 vu [[user(locn3)]];
};
struct tint_symbol_3 {
int value [[color(0)]];
};
Interface vert_main_inner() {
Interface const tint_symbol_4 = {};
return tint_symbol_4;
}
vertex tint_symbol vert_main() {
Interface const inner_result = vert_main_inner();
tint_symbol wrapper_result = {};
wrapper_result.i = inner_result.i;
wrapper_result.u = inner_result.u;
wrapper_result.vi = inner_result.vi;
wrapper_result.vu = inner_result.vu;
wrapper_result.pos = inner_result.pos;
return wrapper_result;
}
int frag_main_inner(Interface inputs) {
return inputs.i;
}
fragment tint_symbol_3 frag_main(float4 pos [[position]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
Interface const tint_symbol_5 = {.i=tint_symbol_1.i, .u=tint_symbol_1.u, .vi=tint_symbol_1.vi, .vu=tint_symbol_1.vu, .pos=pos};
int const inner_result_1 = frag_main_inner(tint_symbol_5);
tint_symbol_3 wrapper_result_1 = {};
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}