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

147 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[6];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
};
struct tint_padded_array_element_1 {
/* 0x0000 */ float el;
/* 0x0004 */ int8_t tint_pad_1[12];
};
struct tint_array_wrapper_1 {
/* 0x0000 */ tint_padded_array_element_1 arr[1];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_float_values;
};
struct tint_array_wrapper_2 {
int arr[5];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf1& x_6, constant buf0& x_12, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
tint_array_wrapper_2 data = {};
int a = 0;
int i = 0;
int j = 0;
int i_1 = 0;
int const x_45 = x_6.x_GLF_uniform_int_values.arr[0].el;
int const x_48 = x_6.x_GLF_uniform_int_values.arr[5].el;
int const x_51 = x_6.x_GLF_uniform_int_values.arr[5].el;
int const x_54 = x_6.x_GLF_uniform_int_values.arr[0].el;
*(tint_symbol_4) = float4(float(x_45), float(x_48), float(x_51), float(x_54));
int const x_58 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_60 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_62 = x_6.x_GLF_uniform_int_values.arr[3].el;
int const x_64 = x_6.x_GLF_uniform_int_values.arr[4].el;
int const x_66 = x_6.x_GLF_uniform_int_values.arr[0].el;
tint_array_wrapper_2 const tint_symbol_2 = {.arr={x_58, x_60, x_62, x_64, x_66}};
data = tint_symbol_2;
int const x_69 = x_6.x_GLF_uniform_int_values.arr[5].el;
a = x_69;
while (true) {
int const x_74 = a;
int const x_76 = x_6.x_GLF_uniform_int_values.arr[0].el;
if ((x_74 < x_76)) {
} else {
break;
}
int const x_80 = x_6.x_GLF_uniform_int_values.arr[5].el;
i = x_80;
while (true) {
int const x_85 = i;
int const x_87 = x_6.x_GLF_uniform_int_values.arr[1].el;
if ((x_85 < x_87)) {
} else {
break;
}
int const x_90 = i;
j = x_90;
while (true) {
int const x_95 = j;
int const x_97 = x_6.x_GLF_uniform_int_values.arr[1].el;
if ((x_95 < x_97)) {
} else {
break;
}
int const x_100 = i;
int const x_102 = data.arr[x_100];
int const x_103 = j;
int const x_105 = data.arr[x_103];
if ((x_102 < x_105)) {
int const x_110 = x_6.x_GLF_uniform_int_values.arr[5].el;
float const x_111 = float(x_110);
*(tint_symbol_4) = float4(x_111, x_111, x_111, x_111);
}
{
int const x_113 = j;
j = as_type<int>((as_type<uint>(x_113) + as_type<uint>(1)));
}
}
{
int const x_115 = i;
i = as_type<int>((as_type<uint>(x_115) + as_type<uint>(1)));
}
}
{
int const x_117 = a;
a = as_type<int>((as_type<uint>(x_117) + as_type<uint>(1)));
}
}
while (true) {
float const x_124 = (*(tint_symbol_5)).x;
float const x_126 = x_12.x_GLF_uniform_float_values.arr[0].el;
if ((x_124 < x_126)) {
} else {
break;
}
int const x_130 = x_6.x_GLF_uniform_int_values.arr[5].el;
i_1 = x_130;
while (true) {
int const x_135 = i_1;
int const x_137 = x_6.x_GLF_uniform_int_values.arr[0].el;
if ((x_135 < x_137)) {
} else {
break;
}
int const x_141 = x_6.x_GLF_uniform_int_values.arr[5].el;
float const x_142 = float(x_141);
*(tint_symbol_4) = float4(x_142, x_142, x_142, x_142);
{
int const x_144 = i_1;
i_1 = as_type<int>((as_type<uint>(x_144) + as_type<uint>(1)));
}
}
}
return;
}
main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_12, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_6, x_12, tint_symbol_7, tint_symbol_6);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf1& x_6 [[buffer(1)]], constant buf0& x_12 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, x_12, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}