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

103 lines
2.4 KiB
HLSL

cbuffer cbuffer_x_6 : register(b0, space0) {
uint4 x_6[5];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int a = 0;
int b = 0;
int c = 0;
bool x_76 = false;
bool x_83 = false;
bool x_77_phi = false;
bool x_84_phi = false;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_31 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
a = x_31;
const int x_33 = asint(x_6[2].x);
b = x_33;
c = 1;
while (true) {
const int x_38 = b;
const int x_40 = asint(x_6[4].x);
bool tint_tmp = (x_38 < x_40);
if (tint_tmp) {
tint_tmp = (a < 10);
}
if ((tint_tmp)) {
} else {
break;
}
if ((c > 5)) {
break;
}
a = (a + 1);
c = (c + 1);
b = (b + 1);
}
while (true) {
const int x_60 = a;
const int x_62 = asint(x_6[1].x);
if ((x_60 < x_62)) {
} else {
break;
}
{
a = (a + 1);
}
}
const int x_67 = a;
const int x_69 = asint(x_6[1].x);
const bool x_70 = (x_67 == x_69);
x_77_phi = x_70;
if (x_70) {
const int x_73 = b;
const int x_75 = asint(x_6[3].x);
x_76 = (x_73 == x_75);
x_77_phi = x_76;
}
const bool x_77 = x_77_phi;
x_84_phi = x_77;
if (x_77) {
const int x_80 = c;
const int x_82 = asint(x_6[3].x);
x_83 = (x_80 == x_82);
x_84_phi = x_83;
}
if (x_84_phi) {
const int x_89 = asint(x_6[2].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_92 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_95 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
const int x_98 = asint(x_6[2].x);
x_GLF_color = float4(float(x_89), float(x_92), float(x_95), float(x_98));
} else {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_102 = asint(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const float x_103 = float(x_102);
x_GLF_color = float4(x_103, x_103, x_103, x_103);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner() {
main_1();
const main_out tint_symbol_2 = {x_GLF_color};
return tint_symbol_2;
}
tint_symbol main() {
const main_out inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}