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

74 lines
1.7 KiB
HLSL

cbuffer cbuffer_x_5 : register(b0, space0) {
uint4 x_5[4];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int x_28 = 0;
int x_29 = 0;
int x_28_phi = 0;
int x_31_phi = 0;
int x_42_phi = 0;
const int x_24 = min(1, reversebits(1));
const int x_26 = asint(x_5[3].x);
x_28_phi = x_26;
x_31_phi = 1;
while (true) {
int x_32 = 0;
x_28 = x_28_phi;
const int x_31 = x_31_phi;
x_42_phi = x_28;
if ((x_31 <= (x_24 - 1))) {
} else {
break;
}
x_29 = asint((x_28 + asint(x_31)));
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_38 = asint(x_5[scalar_offset / 4][scalar_offset % 4]);
if ((x_38 == 1)) {
x_42_phi = x_29;
break;
}
{
x_32 = (x_31 + 1);
x_28_phi = x_29;
x_31_phi = x_32;
}
}
const int x_42 = x_42_phi;
const int x_44 = asint(x_5[2].x);
if ((x_42 == x_44)) {
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_50 = asint(x_5[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const float x_51 = float(x_50);
const int x_53 = asint(x_5[1].x);
const float x_54 = float(x_53);
x_GLF_color = float4(x_51, x_54, x_54, x_51);
} else {
const int x_57 = asint(x_5[1].x);
const float x_58 = float(x_57);
x_GLF_color = float4(x_58, x_58, x_58, x_58);
}
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_2 = {x_GLF_color};
return tint_symbol_2;
}
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;
}