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

82 lines
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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ int zero;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
float func_(constant buf0& x_8) {
float s = 0.0f;
int i = 0;
int j = 0;
s = 2.0f;
i = 0;
while (true) {
int const x_47 = i;
int const x_49 = x_8.zero;
if ((x_47 < as_type<int>((as_type<uint>(x_49) + as_type<uint>(1))))) {
} else {
break;
}
float const x_53 = s;
s = (x_53 + 3.0f);
j = 0;
while (true) {
int const x_59 = j;
if ((x_59 < 10)) {
} else {
break;
}
int const x_63 = x_8.zero;
if ((x_63 == 1)) {
discard_fragment();
}
{
int const x_67 = j;
j = as_type<int>((as_type<uint>(x_67) + as_type<uint>(1)));
}
}
{
int const x_69 = i;
i = as_type<int>((as_type<uint>(x_69) + as_type<uint>(1)));
}
}
float const x_71 = s;
return x_71;
}
void main_1(constant buf0& x_8, thread float4* const tint_symbol_3) {
float4 c = 0.0f;
float const x_34 = func_(x_8);
c = float4(x_34, 0.0f, 0.0f, 1.0f);
float const x_36 = func_(x_8);
if ((x_36 == 5.0f)) {
float4 const x_41 = c;
*(tint_symbol_3) = x_41;
} else {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_8, thread float4* const tint_symbol_4) {
main_1(x_8, tint_symbol_4);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}