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

84 lines
2.8 KiB
HLSL

static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_8 : register(b0, space0) {
uint4 x_8[2];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_10 : register(b1, space0) {
uint4 x_10[2];
};
float f1_f1_(inout float a) {
const float x_100 = a;
return ddx(x_100);
}
void main_1() {
float4 v2 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float a_1 = 0.0f;
float x_40 = 0.0f;
float param = 0.0f;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_42 = asint(x_8[scalar_offset / 4][scalar_offset % 4]);
const int x_45 = asint(x_8[1].x);
const int x_48 = asint(x_8[1].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_51 = asint(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
x_GLF_color = float4(float(x_42), float(x_45), float(x_48), float(x_51));
const float x_55 = gl_FragCoord.x;
const float x_57 = asfloat(x_10[1].x);
if ((x_55 < x_57)) {
const float x_62 = v2.x;
if (!((x_62 < 1.0f))) {
const float x_68 = asfloat(x_10[1].x);
const float x_70 = asfloat(x_10[1].x);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_72 = asfloat(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_70 > x_72)) {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const float x_78 = asfloat(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]);
param = x_78;
const float x_79 = f1_f1_(param);
x_40 = x_79;
} else {
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const float x_81 = asfloat(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]);
x_40 = x_81;
}
a_1 = (x_68 / x_40);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const float x_85 = asfloat(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]);
const uint scalar_offset_6 = ((16u * uint(0))) / 4;
const float x_88 = asfloat(x_10[scalar_offset_6 / 4][scalar_offset_6 % 4]);
const float x_90 = a_1;
const float3 x_92 = lerp(float3(x_85, x_85, x_85), float3(x_88, x_88, x_88), float3(x_90, x_90, x_90));
const float x_94 = asfloat(x_10[1].x);
x_GLF_color = float4(x_92.x, x_92.y, x_92.z, x_94);
}
}
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;
}