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

113 lines
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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct tint_array_wrapper {
float2 arr[17];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
float func_(constant buf0& x_7, thread float4* const tint_symbol_3) {
int x = 0;
float const x_99 = (*(tint_symbol_3)).x;
if ((x_99 < 1.0f)) {
return 5.0f;
}
float const x_104 = x_7.injectionSwitch.x;
float const x_106 = x_7.injectionSwitch.y;
if ((x_104 > x_106)) {
return 1.0f;
}
float const x_111 = x_7.injectionSwitch.x;
x = int(x_111);
float const x_114 = x_7.injectionSwitch.x;
int const x_118 = x;
x = as_type<int>((as_type<uint>(x_118) + as_type<uint>(as_type<int>((as_type<uint>(int(clamp(x_114, 0.0f, 1.0f))) * as_type<uint>(3))))));
int const x_120 = x;
return (5.0f + float(x_120));
}
void main_1(constant buf0& x_7, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
int i = 0;
int j = 0;
tint_array_wrapper data = {};
i = 0;
while (true) {
int const x_48 = i;
float const x_50 = x_7.injectionSwitch.x;
if ((x_48 < as_type<int>((as_type<uint>(4) + as_type<uint>(int(x_50)))))) {
} else {
break;
}
float const x_56 = (*(tint_symbol_4)).x;
if ((x_56 >= 0.0f)) {
j = 0;
while (true) {
bool x_81 = false;
bool x_82_phi = false;
int const x_64 = j;
if ((x_64 < 4)) {
} else {
break;
}
int const x_67 = j;
int const x_69 = i;
float const x_71 = func_(x_7, tint_symbol_4);
data.arr[as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(4) * as_type<uint>(x_67)))) + as_type<uint>(x_69)))].x = x_71;
float const x_74 = data.arr[0].x;
bool const x_75 = (x_74 == 5.0f);
x_82_phi = x_75;
if (!(x_75)) {
float const x_80 = data.arr[15].x;
x_81 = (x_80 == 5.0f);
x_82_phi = x_81;
}
bool const x_82 = x_82_phi;
if (x_82) {
*(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_5) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
float const x_87 = x_7.injectionSwitch.x;
float const x_89 = x_7.injectionSwitch.y;
if ((x_87 > x_89)) {
return;
}
{
int const x_93 = j;
j = as_type<int>((as_type<uint>(x_93) + as_type<uint>(1)));
}
}
}
{
int const x_95 = i;
i = as_type<int>((as_type<uint>(x_95) + as_type<uint>(1)));
}
}
return;
}
main_out tint_symbol_inner(constant buf0& x_7, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_7, tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}