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

109 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[3];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values;
};
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[3];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values;
};
struct tint_array_wrapper_2 {
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 buf1& x_6, constant buf0& x_9, thread float4* const tint_symbol_4) {
tint_array_wrapper_2 arr = {};
int a = 0;
bool x_69 = false;
bool x_79 = false;
bool x_70_phi = false;
bool x_80_phi = false;
float const x_34 = x_6.x_GLF_uniform_float_values.arr[1].el;
float const x_36 = x_6.x_GLF_uniform_float_values.arr[0].el;
float const x_38 = x_6.x_GLF_uniform_float_values.arr[2].el;
tint_array_wrapper_2 const tint_symbol_2 = {.arr={x_34, x_36, x_38}};
arr = tint_symbol_2;
a = 0;
while (true) {
int const x_44 = a;
int const x_46 = x_9.x_GLF_uniform_int_values.arr[1].el;
if ((x_44 <= x_46)) {
} else {
break;
}
int const x_49 = a;
a = as_type<int>((as_type<uint>(x_49) + as_type<uint>(1)));
float const x_52 = x_6.x_GLF_uniform_float_values.arr[0].el;
arr.arr[x_49] = x_52;
}
int const x_55 = x_9.x_GLF_uniform_int_values.arr[1].el;
float const x_57 = arr.arr[x_55];
float const x_59 = x_6.x_GLF_uniform_float_values.arr[0].el;
bool const x_60 = (x_57 == x_59);
x_70_phi = x_60;
if (x_60) {
int const x_64 = x_9.x_GLF_uniform_int_values.arr[2].el;
float const x_66 = arr.arr[x_64];
float const x_68 = x_6.x_GLF_uniform_float_values.arr[0].el;
x_69 = (x_66 == x_68);
x_70_phi = x_69;
}
bool const x_70 = x_70_phi;
x_80_phi = x_70;
if (x_70) {
int const x_74 = x_9.x_GLF_uniform_int_values.arr[0].el;
float const x_76 = arr.arr[x_74];
float const x_78 = x_6.x_GLF_uniform_float_values.arr[2].el;
x_79 = (x_76 == x_78);
x_80_phi = x_79;
}
bool const x_80 = x_80_phi;
if (x_80) {
int const x_85 = x_9.x_GLF_uniform_int_values.arr[1].el;
float const x_87 = arr.arr[x_85];
float const x_89 = x_6.x_GLF_uniform_float_values.arr[1].el;
float const x_91 = x_6.x_GLF_uniform_float_values.arr[1].el;
float const x_93 = x_6.x_GLF_uniform_float_values.arr[0].el;
*(tint_symbol_4) = float4(x_87, x_89, x_91, x_93);
} else {
float const x_96 = x_6.x_GLF_uniform_float_values.arr[1].el;
*(tint_symbol_4) = float4(x_96, x_96, x_96, x_96);
}
return;
}
main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_9, thread float4* const tint_symbol_5) {
main_1(x_6, x_9, tint_symbol_5);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_5)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(constant buf1& x_6 [[buffer(1)]], constant buf0& x_9 [[buffer(0)]]) {
thread float4 tint_symbol_6 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, x_9, &(tint_symbol_6));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}