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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>
109 lines
3.4 KiB
Plaintext
109 lines
3.4 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_padded_array_element {
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/* 0x0000 */ float el;
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/* 0x0004 */ int8_t tint_pad[12];
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};
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struct tint_array_wrapper {
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/* 0x0000 */ tint_padded_array_element arr[3];
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};
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struct buf1 {
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/* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values;
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};
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struct tint_padded_array_element_1 {
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/* 0x0000 */ int el;
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/* 0x0004 */ int8_t tint_pad_1[12];
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};
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struct tint_array_wrapper_1 {
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/* 0x0000 */ tint_padded_array_element_1 arr[3];
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};
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struct buf0 {
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/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values;
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};
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struct tint_array_wrapper_2 {
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float arr[3];
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf1& x_6, constant buf0& x_9, thread float4* const tint_symbol_4) {
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tint_array_wrapper_2 arr = {};
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int a = 0;
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bool x_69 = false;
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bool x_79 = false;
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bool x_70_phi = false;
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bool x_80_phi = false;
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float const x_34 = x_6.x_GLF_uniform_float_values.arr[1].el;
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float const x_36 = x_6.x_GLF_uniform_float_values.arr[0].el;
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float const x_38 = x_6.x_GLF_uniform_float_values.arr[2].el;
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tint_array_wrapper_2 const tint_symbol_2 = {.arr={x_34, x_36, x_38}};
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arr = tint_symbol_2;
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a = 0;
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while (true) {
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int const x_44 = a;
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int const x_46 = x_9.x_GLF_uniform_int_values.arr[1].el;
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if ((x_44 <= x_46)) {
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} else {
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break;
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}
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int const x_49 = a;
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a = as_type<int>((as_type<uint>(x_49) + as_type<uint>(1)));
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float const x_52 = x_6.x_GLF_uniform_float_values.arr[0].el;
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arr.arr[x_49] = x_52;
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}
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int const x_55 = x_9.x_GLF_uniform_int_values.arr[1].el;
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float const x_57 = arr.arr[x_55];
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float const x_59 = x_6.x_GLF_uniform_float_values.arr[0].el;
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bool const x_60 = (x_57 == x_59);
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x_70_phi = x_60;
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if (x_60) {
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int const x_64 = x_9.x_GLF_uniform_int_values.arr[2].el;
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float const x_66 = arr.arr[x_64];
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float const x_68 = x_6.x_GLF_uniform_float_values.arr[0].el;
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x_69 = (x_66 == x_68);
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x_70_phi = x_69;
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}
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bool const x_70 = x_70_phi;
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x_80_phi = x_70;
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if (x_70) {
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int const x_74 = x_9.x_GLF_uniform_int_values.arr[0].el;
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float const x_76 = arr.arr[x_74];
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float const x_78 = x_6.x_GLF_uniform_float_values.arr[2].el;
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x_79 = (x_76 == x_78);
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x_80_phi = x_79;
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}
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bool const x_80 = x_80_phi;
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if (x_80) {
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int const x_85 = x_9.x_GLF_uniform_int_values.arr[1].el;
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float const x_87 = arr.arr[x_85];
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float const x_89 = x_6.x_GLF_uniform_float_values.arr[1].el;
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float const x_91 = x_6.x_GLF_uniform_float_values.arr[1].el;
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float const x_93 = x_6.x_GLF_uniform_float_values.arr[0].el;
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*(tint_symbol_4) = float4(x_87, x_89, x_91, x_93);
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} else {
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float const x_96 = x_6.x_GLF_uniform_float_values.arr[1].el;
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*(tint_symbol_4) = float4(x_96, x_96, x_96, x_96);
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}
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return;
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}
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main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_9, thread float4* const tint_symbol_5) {
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main_1(x_6, x_9, tint_symbol_5);
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main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_5)};
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return tint_symbol_3;
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}
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fragment tint_symbol_1 tint_symbol(constant buf1& x_6 [[buffer(1)]], constant buf0& x_9 [[buffer(0)]]) {
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thread float4 tint_symbol_6 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_6, x_9, &(tint_symbol_6));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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