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

72 lines
1.4 KiB
HLSL

static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 func_() {
float2 v = float2(0.0f, 0.0f);
int i = 0;
int k = 0;
v = float2(1.0f, 1.0f);
i = 0;
k = 0;
{
for(; (k < 2); k = (k + 1)) {
const float x_83 = v.y;
if (((x_83 + 1.0f) > 4.0f)) {
break;
}
v.y = 1.0f;
i = (i + 1);
}
}
if ((i < 10)) {
return float3(1.0f, 0.0f, 0.0f);
} else {
return float3(0.0f, 0.0f, 1.0f);
}
return float3(0.0f, 0.0f, 0.0f);
}
void main_1() {
int j = 0;
float3 data[2] = (float3[2])0;
int j_1 = 0;
j = 0;
{
for(; (j < 1); j = (j + 1)) {
const int x_49 = j;
const float3 x_50 = func_();
data[x_49] = x_50;
}
}
j_1 = 0;
{
for(; (j_1 < 1); j_1 = (j_1 + 1)) {
const int x_61 = j_1;
const float3 x_64 = func_();
data[((4 * x_61) + 1)] = x_64;
}
}
const float3 x_69 = data[0];
x_GLF_color = float4(x_69.x, x_69.y, x_69.z, 1.0f);
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_1 = {x_GLF_color};
return tint_symbol_1;
}
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;
}