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

88 lines
2.8 KiB
HLSL

void set_float4(inout float4 vec, int idx, float val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
cbuffer cbuffer_x_6 : register(b1, space0) {
uint4 x_6[5];
};
cbuffer cbuffer_x_9 : register(b0, space0) {
uint4 x_9[2];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float4 v = float4(0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
const int x_40 = asint(x_6[1].x);
const int x_43 = asint(x_6[2].x);
const int x_46 = asint(x_6[3].x);
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_49 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
v = float4(float(x_40), float(x_43), float(x_46), float(x_49));
const int x_53 = asint(x_6[4].x);
i = x_53;
while (true) {
const int x_58 = i;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_60 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_58 < x_60)) {
} else {
break;
}
const float4 x_63 = v;
const float4 x_64 = v;
const float4 x_65 = v;
const float4 x_66 = v;
const int x_88 = i;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_92 = asfloat(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((float4x4(float4(x_63.x, x_63.y, x_63.z, x_63.w), float4(x_64.x, x_64.y, x_64.z, x_64.w), float4(x_65.x, x_65.y, x_65.z, x_65.w), float4(x_66.x, x_66.y, x_66.z, x_66.w))[0u][x_88] > x_92)) {
const int x_96 = i;
const float4 x_97 = v;
const float x_99 = asfloat(x_9[1].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const float x_102 = asfloat(x_9[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const int x_106 = asint(x_6[1].x);
set_float4(v, x_96, clamp(x_97, float4(x_99, x_99, x_99, x_99), float4(x_102, x_102, x_102, x_102))[x_106]);
}
{
i = (i + 1);
}
}
const float4 x_111 = v;
const int x_113 = asint(x_6[1].x);
const float x_114 = float(x_113);
if (all((x_111 == float4(x_114, x_114, x_114, x_114)))) {
const int x_122 = asint(x_6[1].x);
const int x_125 = asint(x_6[4].x);
const int x_128 = asint(x_6[4].x);
const int x_131 = asint(x_6[1].x);
x_GLF_color = float4(float(x_122), float(x_125), float(x_128), float(x_131));
} else {
const int x_135 = asint(x_6[4].x);
const float x_136 = float(x_135);
x_GLF_color = float4(x_136, x_136, x_136, x_136);
}
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;
}