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

67 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[2];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
};
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_6, thread int* const tint_symbol_3, thread float4* const tint_symbol_4) {
*(tint_symbol_3) = 0;
while (true) {
int const x_30 = *(tint_symbol_3);
if ((x_30 < 100)) {
} else {
break;
}
int const x_33 = *(tint_symbol_3);
*(tint_symbol_3) = as_type<int>((as_type<uint>(x_33) + as_type<uint>(1)));
int const x_35 = *(tint_symbol_3);
int const x_36 = *(tint_symbol_3);
if ((as_type<int>((as_type<uint>(x_35) * as_type<uint>(x_36))) > 10)) {
break;
}
}
int const x_41 = *(tint_symbol_3);
if ((x_41 == 4)) {
int const x_47 = x_6.x_GLF_uniform_int_values.arr[0].el;
int const x_50 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_53 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_56 = x_6.x_GLF_uniform_int_values.arr[0].el;
*(tint_symbol_4) = float4(float(x_47), float(x_50), float(x_53), float(x_56));
} else {
int const x_60 = x_6.x_GLF_uniform_int_values.arr[1].el;
float const x_61 = float(x_60);
*(tint_symbol_4) = float4(x_61, x_61, x_61, x_61);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_6, thread int* const tint_symbol_5, thread float4* const tint_symbol_6) {
main_1(x_6, 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(constant buf0& x_6 [[buffer(0)]]) {
thread int tint_symbol_7 = 0;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, &(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;
}