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

68 lines
1.5 KiB
Plaintext

#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)]];
};
int func_i1_(thread int* const x) {
int const x_45 = *(x);
if ((x_45 == 10)) {
discard_fragment();
}
int const x_49 = *(x);
return x_49;
}
void main_1(constant buf0& x_9, thread float4* const tint_symbol_3) {
int a = 0;
int b = 0;
int param = 0;
int x_37 = 0;
int x_35_phi = 0;
a = 0;
int const x_33 = x_9.zero;
b = x_33;
x_35_phi = x_33;
while (true) {
int const x_35 = x_35_phi;
param = x_35;
x_37 = func_i1_(&(param));
a = x_37;
int const x_36 = as_type<int>((as_type<uint>(x_35) + as_type<uint>(1)));
b = x_36;
x_35_phi = x_36;
if ((x_36 < 4)) {
} else {
break;
}
}
if ((x_37 == as_type<int>(3))) {
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_9, thread float4* const tint_symbol_4) {
main_1(x_9, 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_9 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_9, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}