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

49 lines
1.1 KiB
HLSL

static uint3 gl_LocalInvocationID = uint3(0u, 0u, 0u);
RWByteAddressBuffer x_7 : register(u0, space0);
cbuffer cbuffer_x_10 : register(b1, space0) {
uint4 x_10[1];
};
void main_1() {
int lid = 0;
int val = 0;
int i = 0;
const uint x_40 = gl_LocalInvocationID.x;
lid = asint(x_40);
const int x_43 = asint(x_7.Load(0u));
val = x_43;
i = 0;
{
for(; (i < 2); i = (i + 1)) {
if ((lid > 0)) {
const int x_58 = asint(x_7.Load((4u + (4u * uint((lid - 1))))));
val = (val + x_58);
const float x_62 = asfloat(x_10[0].x);
if ((x_62 > 100.0f)) {
break;
}
}
GroupMemoryBarrierWithGroupSync();
}
}
if ((lid == 0)) {
x_7.Store((4u + (4u * uint(0))), asuint(42));
}
return;
}
struct tint_symbol_1 {
uint3 gl_LocalInvocationID_param : SV_GroupThreadID;
};
void main_inner(uint3 gl_LocalInvocationID_param) {
gl_LocalInvocationID = gl_LocalInvocationID_param;
main_1();
}
[numthreads(16, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.gl_LocalInvocationID_param);
return;
}