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

96 lines
2.8 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct tint_array_wrapper {
float arr[3];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_11, thread float4* const tint_symbol_3, thread tint_array_wrapper* const tint_symbol_4, thread tint_array_wrapper* const tint_symbol_5, thread float4* const tint_symbol_6) {
int q = 0;
int i = 0;
int c = 0;
q = 0;
float const x_55 = (*(tint_symbol_3)).x;
i = (int(x_55) % 3);
c = 0;
while (true) {
int const x_14 = c;
if ((x_14 < 3)) {
} else {
break;
}
int const x_15 = c;
(*(tint_symbol_4)).arr[x_15] = 0.0f;
int const x_16 = c;
(*(tint_symbol_5)).arr[x_16] = 0.0f;
float const x_65 = x_11.injectionSwitch.x;
int const x_18 = q;
switch(as_type<int>((as_type<uint>(int(x_65)) + as_type<uint>(x_18)))) {
case 51: {
while (true) {
if (true) {
} else {
break;
}
}
int const x_20 = c;
(*(tint_symbol_4)).arr[x_20] = 1.0f;
/* fallthrough */
}
case 61: {
(*(tint_symbol_5)).arr[0] = 1.0f;
int const x_21 = c;
(*(tint_symbol_5)).arr[x_21] = 1.0f;
break;
}
case 0: {
q = 61;
break;
}
default: {
break;
}
}
{
int const x_22 = c;
c = as_type<int>((as_type<uint>(x_22) + as_type<uint>(1)));
}
}
int const x_24 = i;
float const x_79 = (*(tint_symbol_5)).arr[x_24];
int const x_25 = i;
float const x_81 = (*(tint_symbol_4)).arr[x_25];
int const x_26 = i;
float const x_83 = (*(tint_symbol_4)).arr[x_26];
*(tint_symbol_6) = float4(x_79, x_81, x_83, 1.0f);
return;
}
main_out tint_symbol_inner(constant buf0& x_11, float4 gl_FragCoord_param, thread float4* const tint_symbol_7, thread tint_array_wrapper* const tint_symbol_8, thread tint_array_wrapper* const tint_symbol_9, thread float4* const tint_symbol_10) {
*(tint_symbol_7) = gl_FragCoord_param;
main_1(x_11, tint_symbol_7, tint_symbol_8, tint_symbol_9, tint_symbol_10);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_10)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_11 [[buffer(0)]]) {
thread float4 tint_symbol_11 = 0.0f;
thread tint_array_wrapper tint_symbol_12 = {};
thread tint_array_wrapper tint_symbol_13 = {};
thread float4 tint_symbol_14 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_11, gl_FragCoord_param, &(tint_symbol_11), &(tint_symbol_12), &(tint_symbol_13), &(tint_symbol_14));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}