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

105 lines
2.5 KiB
HLSL

cbuffer cbuffer_x_6 : register(b0, space0) {
uint4 x_6[5];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int a = 0;
int b = 0;
int i = 0;
int i_1 = 0;
int i_2 = 0;
int indexable[2] = (int[2])0;
const int x_36 = asint(x_6[2].x);
a = x_36;
const int x_38 = asint(x_6[3].x);
b = x_38;
const int x_40 = asint(x_6[2].x);
const float x_41 = float(x_40);
x_GLF_color = float4(x_41, x_41, x_41, x_41);
const int x_44 = asint(x_6[2].x);
i = x_44;
while (true) {
const int x_49 = i;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_51 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
if ((x_49 < x_51)) {
} else {
break;
}
const int x_54 = i;
const int x_56 = asint(x_6[3].x);
if ((x_54 > x_56)) {
a = (a + 1);
if (false) {
const int x_65 = asint(x_6[2].x);
i_1 = x_65;
while (true) {
const int x_70 = i_1;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_72 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_70 < x_72)) {
} else {
break;
}
return;
}
}
}
{
i = (i + 1);
}
}
const int x_78 = asint(x_6[2].x);
i_2 = x_78;
while (true) {
const int x_83 = i_2;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_85 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_83 < x_85)) {
} else {
break;
}
const int x_89 = asint(x_6[3].x);
const int x_91 = asint(x_6[4].x);
const int x_93 = b;
const int tint_symbol_2[2] = {x_89, x_91};
indexable = tint_symbol_2;
const int x_95 = indexable[x_93];
a = (a + x_95);
{
i_2 = (i_2 + 1);
}
}
const int x_100 = a;
const int x_102 = asint(x_6[1].x);
if ((x_100 == x_102)) {
const int x_107 = asint(x_6[3].x);
const int x_110 = asint(x_6[2].x);
const int x_113 = asint(x_6[2].x);
const int x_116 = asint(x_6[3].x);
x_GLF_color = float4(float(x_107), float(x_110), float(x_113), float(x_116));
}
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;
}