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

89 lines
2.6 KiB
HLSL

cbuffer cbuffer_x_7 : register(b1, space0) {
uint4 x_7[3];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_11 : register(b0, space0) {
uint4 x_11[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int i = 0;
int arr[2] = (int[2])0;
int a = 0;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_40 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
i = x_40;
while (true) {
const int x_45 = i;
const int x_47 = asint(x_7[2].x);
if ((x_45 < x_47)) {
} else {
break;
}
const int x_50 = i;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_52 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
arr[x_50] = x_52;
{
i = (i + 1);
}
}
a = -1;
const float x_57 = gl_FragCoord.y;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_59 = asfloat(x_11[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if (!((x_57 < x_59))) {
const int x_65 = (a + 1);
a = x_65;
const int x_67 = asint(x_7[1].x);
arr[x_65] = x_67;
}
const int x_70 = (a + 1);
a = x_70;
const int x_72 = asint(x_7[2].x);
arr[x_70] = x_72;
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_75 = asint(x_7[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const int x_77 = arr[x_75];
const int x_79 = asint(x_7[1].x);
if ((x_77 == x_79)) {
const int x_84 = a;
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_87 = asint(x_7[scalar_offset_4 / 4][scalar_offset_4 % 4]);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const int x_90 = asint(x_7[scalar_offset_5 / 4][scalar_offset_5 % 4]);
x_GLF_color = float4(float(x_84), float(x_87), float(x_90), float(a));
} else {
const uint scalar_offset_6 = ((16u * uint(0))) / 4;
const int x_96 = asint(x_7[scalar_offset_6 / 4][scalar_offset_6 % 4]);
const float x_97 = float(x_96);
x_GLF_color = float4(x_97, x_97, x_97, x_97);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_5 = {x_GLF_color};
return tint_symbol_5;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}