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

85 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ float el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[2];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values;
};
struct buf2 {
/* 0x0000 */ float zero;
};
struct tint_padded_array_element_1 {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad_1[12];
};
struct tint_array_wrapper_1 {
/* 0x0000 */ tint_padded_array_element_1 arr[2];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
bool func_vf2_(constant buf1& x_8, constant buf2& x_10, thread float2* const pos) {
float const x_62 = (*(pos)).x;
float const x_64 = x_8.x_GLF_uniform_float_values.arr[0].el;
if ((x_62 < x_64)) {
return true;
}
float const x_69 = (*(pos)).y;
float const x_71 = x_8.x_GLF_uniform_float_values.arr[0].el;
if ((x_69 > x_71)) {
return false;
}
float const x_76 = x_10.zero;
float const x_78 = x_8.x_GLF_uniform_float_values.arr[1].el;
if ((x_76 > x_78)) {
return true;
}
return true;
}
void main_1(constant buf1& x_8, constant buf2& x_10, constant buf0& x_13, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float2 param = 0.0f;
float4 const x_42 = *(tint_symbol_3);
param = float2(x_42.x, x_42.y);
bool const x_44 = func_vf2_(x_8, x_10, &(param));
if (x_44) {
discard_fragment();
}
int const x_48 = x_13.x_GLF_uniform_int_values.arr[0].el;
int const x_51 = x_13.x_GLF_uniform_int_values.arr[1].el;
int const x_54 = x_13.x_GLF_uniform_int_values.arr[1].el;
int const x_57 = x_13.x_GLF_uniform_int_values.arr[0].el;
*(tint_symbol_4) = float4(float(x_48), float(x_51), float(x_54), float(x_57));
return;
}
main_out tint_symbol_inner(constant buf1& x_8, constant buf2& x_10, constant buf0& x_13, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_8, x_10, x_13, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf1& x_8 [[buffer(1)]], constant buf2& x_10 [[buffer(2)]], constant buf0& x_13 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, x_10, x_13, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}