dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-bitcount/0-opt.spvasm.expected.hlsl
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

77 lines
2.2 KiB
HLSL

static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_8 : register(b0, space0) {
uint4 x_8[1];
};
cbuffer cbuffer_x_11 : register(b1, space0) {
uint4 x_11[3];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
int f1_() {
int a = 0;
int i = 0;
a = 256;
const float x_65 = gl_FragCoord.y;
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_67 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
if ((x_65 > x_67)) {
a = (a + 1);
}
i = countbits(a);
const int x_75 = i;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_77 = asint(x_11[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_75 < x_77)) {
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_82 = asint(x_11[scalar_offset_2 / 4][scalar_offset_2 % 4]);
return x_82;
}
return i;
}
void main_1() {
int a_1 = 0;
const int x_38 = f1_();
a_1 = x_38;
const int x_39 = a_1;
const int x_41 = asint(x_11[2].x);
if ((x_39 == x_41)) {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_47 = asint(x_11[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const int x_50 = asint(x_11[1].x);
const int x_53 = asint(x_11[1].x);
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_56 = asint(x_11[scalar_offset_4 / 4][scalar_offset_4 % 4]);
x_GLF_color = float4(float(x_47), float(x_50), float(x_53), float(x_56));
} else {
const int x_60 = asint(x_11[1].x);
const float x_61 = float(x_60);
x_GLF_color = float4(x_61, x_61, x_61, x_61);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_5 = {x_GLF_color};
return tint_symbol_5;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}