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

84 lines
2.9 KiB
HLSL

cbuffer cbuffer_x_6 : register(b1, space0) {
uint4 x_6[12];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_15 : register(b0, space0) {
uint4 x_15[1];
};
void main_1() {
float3x4 m0 = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3x4 m1 = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3 undefined = float3(0.0f, 0.0f, 0.0f);
float3 defined = float3(0.0f, 0.0f, 0.0f);
float4 v0 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 v2 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 v3 = float4(0.0f, 0.0f, 0.0f, 0.0f);
const int x_17 = asint(x_6[4].x);
const int x_18 = asint(x_6[5].x);
const int x_19 = asint(x_6[6].x);
const int x_20 = asint(x_6[10].x);
const int x_21 = asint(x_6[7].x);
const int x_22 = asint(x_6[8].x);
const int x_23 = asint(x_6[11].x);
const int x_24 = asint(x_6[1].x);
const int x_25 = asint(x_6[2].x);
const int x_26 = asint(x_6[3].x);
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)));
const int x_27 = asint(x_6[4].x);
const float 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));
const int x_28 = asint(x_6[4].x);
const float x_111 = float(x_28);
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_29 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
defined = ldexp(float3(x_111, x_111, x_111), int3(x_29, x_29, x_29));
v0 = mul(undefined, m0);
v1 = mul(undefined, m1);
v2 = mul(defined, m0);
v3 = mul(defined, m1);
const float x_129 = v2.x;
const float x_131 = v3.x;
if ((x_129 > x_131)) {
const int x_30 = asint(x_6[4].x);
const int x_31 = asint(x_6[9].x);
const int x_32 = asint(x_6[9].x);
const int x_33 = asint(x_6[4].x);
x_GLF_color = float4(float(x_30), float(x_31), float(x_32), float(x_33));
} else {
const int x_34 = asint(x_6[9].x);
const float x_146 = float(x_34);
x_GLF_color = float4(x_146, x_146, x_146, x_146);
}
const float x_149 = v0.x;
const float x_151 = v1.x;
if ((x_149 < x_151)) {
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_156 = asfloat(x_15[scalar_offset_1 / 4][scalar_offset_1 % 4]);
x_GLF_color.y = x_156;
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner() {
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
return tint_symbol_3;
}
tint_symbol main() {
const main_out inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}