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

80 lines
2.2 KiB
HLSL

static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_9 : register(b0, space0) {
uint4 x_9[3];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_14 : register(b1, space0) {
uint4 x_14[2];
};
float f1_f1_(inout float a) {
int b = 0;
float c = 0.0f;
b = 8;
const float x_71 = gl_FragCoord.y;
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_73 = asfloat(x_9[scalar_offset / 4][scalar_offset % 4]);
if ((x_71 >= x_73)) {
b = (b + 1);
b = (b + 1);
}
const float x_81 = a;
const float x_83 = asfloat(x_9[1].x);
if ((x_81 < x_83)) {
const float x_88 = asfloat(x_9[1].x);
return x_88;
}
c = float(clamp(b, 0, 2));
return c;
}
void main_1() {
float a_1 = 0.0f;
float param = 0.0f;
const float x_43 = asfloat(x_9[1].x);
param = x_43;
const float x_44 = f1_f1_(param);
a_1 = x_44;
const float x_45 = a_1;
const float x_47 = asfloat(x_9[2].x);
if ((x_45 == x_47)) {
const int x_53 = asint(x_14[1].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_56 = asint(x_14[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_59 = asint(x_14[scalar_offset_2 / 4][scalar_offset_2 % 4]);
const int x_62 = asint(x_14[1].x);
x_GLF_color = float4(float(x_53), float(x_56), float(x_59), float(x_62));
} else {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_66 = asint(x_14[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const float x_67 = float(x_66);
x_GLF_color = float4(x_67, x_67, x_67, x_67);
}
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;
}