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

107 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[12];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
};
struct tint_padded_array_element_1 {
/* 0x0000 */ float el;
/* 0x0004 */ int8_t tint_pad_1[12];
};
struct tint_array_wrapper_1 {
/* 0x0000 */ tint_padded_array_element_1 arr[1];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_float_values;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf1& x_6, constant buf0& x_15, thread float4* const tint_symbol_3) {
float3x4 m0 = float3x4(0.0f);
float3x4 m1 = float3x4(0.0f);
float3 undefined = 0.0f;
float3 defined = 0.0f;
float4 v0 = 0.0f;
float4 v1 = 0.0f;
float4 v2 = 0.0f;
float4 v3 = 0.0f;
int const x_17 = x_6.x_GLF_uniform_int_values.arr[4].el;
int const x_18 = x_6.x_GLF_uniform_int_values.arr[5].el;
int const x_19 = x_6.x_GLF_uniform_int_values.arr[6].el;
int const x_20 = x_6.x_GLF_uniform_int_values.arr[10].el;
int const x_21 = x_6.x_GLF_uniform_int_values.arr[7].el;
int const x_22 = x_6.x_GLF_uniform_int_values.arr[8].el;
int const x_23 = x_6.x_GLF_uniform_int_values.arr[11].el;
int const x_24 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_25 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_26 = x_6.x_GLF_uniform_int_values.arr[3].el;
m0 = float3x4(float4(float(x_17), float(x_18), float(x_19), 4.0f), float4(float(x_20), float(x_21), float(x_22), 8.0f), float4(float(x_23), float(x_24), float(x_25), float(x_26)));
int const x_27 = x_6.x_GLF_uniform_int_values.arr[4].el;
float const x_104 = float(x_27);
m1 = float3x4(float4(x_104, 0.0f, 0.0f, 0.0f), float4(0.0f, x_104, 0.0f, 0.0f), float4(0.0f, 0.0f, x_104, 0.0f));
undefined = ldexp(float3(1.0f, 1.0f, 1.0f), int3(500, 500, 500));
int const x_28 = x_6.x_GLF_uniform_int_values.arr[4].el;
float const x_111 = float(x_28);
int const x_29 = x_6.x_GLF_uniform_int_values.arr[0].el;
defined = ldexp(float3(x_111, x_111, x_111), int3(x_29, x_29, x_29));
float3x4 const x_116 = m0;
float3 const x_117 = undefined;
v0 = (x_116 * x_117);
float3x4 const x_119 = m1;
float3 const x_120 = undefined;
v1 = (x_119 * x_120);
float3x4 const x_122 = m0;
float3 const x_123 = defined;
v2 = (x_122 * x_123);
float3x4 const x_125 = m1;
float3 const x_126 = defined;
v3 = (x_125 * x_126);
float const x_129 = v2.x;
float const x_131 = v3.x;
if ((x_129 > x_131)) {
int const x_30 = x_6.x_GLF_uniform_int_values.arr[4].el;
int const x_31 = x_6.x_GLF_uniform_int_values.arr[9].el;
int const x_32 = x_6.x_GLF_uniform_int_values.arr[9].el;
int const x_33 = x_6.x_GLF_uniform_int_values.arr[4].el;
*(tint_symbol_3) = float4(float(x_30), float(x_31), float(x_32), float(x_33));
} else {
int const x_34 = x_6.x_GLF_uniform_int_values.arr[9].el;
float const x_146 = float(x_34);
*(tint_symbol_3) = float4(x_146, x_146, x_146, x_146);
}
float const x_149 = v0.x;
float const x_151 = v1.x;
if ((x_149 < x_151)) {
float const x_156 = x_15.x_GLF_uniform_float_values.arr[0].el;
(*(tint_symbol_3)).y = x_156;
}
return;
}
main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_15, thread float4* const tint_symbol_4) {
main_1(x_6, x_15, 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 buf1& x_6 [[buffer(1)]], constant buf0& x_15 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, x_15, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}