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

99 lines
2.6 KiB
HLSL

cbuffer cbuffer_x_6 : register(b0, space0) {
uint4 x_6[6];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int arr[3] = (int[3])0;
int index = 0;
bool x_76 = false;
bool x_86 = false;
bool x_77_phi = false;
bool x_87_phi = false;
const int x_33 = asint(x_6[3].x);
const int x_35 = asint(x_6[5].x);
const int x_37 = asint(x_6[2].x);
const int tint_symbol_2[3] = {x_33, x_35, x_37};
arr = tint_symbol_2;
index = 1;
while (true) {
bool x_51 = false;
bool x_52_phi = false;
x_52_phi = true;
if (true) {
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_46 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
bool tint_tmp = (x_46 == 1);
if (tint_tmp) {
tint_tmp = (index <= 1);
}
x_51 = !((tint_tmp));
x_52_phi = x_51;
}
if (!(x_52_phi)) {
} else {
break;
}
const int x_56_save = index;
const int x_57 = arr[x_56_save];
arr[x_56_save] = (x_57 + 1);
index = (index + 1);
}
const int x_62 = asint(x_6[1].x);
const int x_64 = arr[x_62];
const int x_66 = asint(x_6[3].x);
const bool x_67 = (x_64 == x_66);
x_77_phi = x_67;
if (x_67) {
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_71 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const int x_73 = arr[x_71];
const int x_75 = asint(x_6[4].x);
x_76 = (x_73 == x_75);
x_77_phi = x_76;
}
const bool x_77 = x_77_phi;
x_87_phi = x_77;
if (x_77) {
const int x_81 = asint(x_6[3].x);
const int x_83 = arr[x_81];
const int x_85 = asint(x_6[2].x);
x_86 = (x_83 == x_85);
x_87_phi = x_86;
}
if (x_87_phi) {
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_92 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
const int x_95 = asint(x_6[1].x);
const int x_98 = asint(x_6[1].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_101 = asint(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
x_GLF_color = float4(float(x_92), float(x_95), float(x_98), float(x_101));
} else {
const int x_105 = asint(x_6[1].x);
const float x_106 = float(x_105);
x_GLF_color = float4(x_106, x_106, x_106, x_106);
}
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_3 = {x_GLF_color};
return tint_symbol_3;
}
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;
}