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

98 lines
2.8 KiB
HLSL

static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_8 : register(b1, space0) {
uint4 x_8[4];
};
cbuffer cbuffer_x_12 : register(b0, space0) {
uint4 x_12[2];
};
static float4 x_GLF_v1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2 uv = float2(0.0f, 0.0f);
float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float a = 0.0f;
int i = 0;
const float4 x_49 = gl_FragCoord;
uv = float2(x_49.x, x_49.y);
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_52 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
v1 = float4(x_52, x_52, x_52, x_52);
const float x_55 = uv.y;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_57 = asfloat(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_55 >= x_57)) {
const float x_62 = asfloat(x_8[2].x);
v1.x = x_62;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_65 = asfloat(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]);
v1.y = x_65;
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const float x_68 = asfloat(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]);
v1.z = x_68;
const float x_71 = asfloat(x_8[2].x);
v1.w = x_71;
}
const float x_74 = asfloat(x_8[2].x);
a = x_74;
const int x_15 = asint(x_12[1].x);
i = x_15;
while (true) {
const int x_16 = i;
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_17 = asint(x_12[scalar_offset_4 / 4][scalar_offset_4 % 4]);
if ((x_16 < x_17)) {
} else {
break;
}
const float x_84 = asfloat(x_8[2].x);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const float x_86 = asfloat(x_8[scalar_offset_5 / 4][scalar_offset_5 % 4]);
if ((x_84 < x_86)) {
discard;
}
const float x_91 = v1.x;
const float x_93 = v1.y;
const float x_96 = v1.z;
const float x_99 = v1.w;
const float x_102 = asfloat(x_8[3].x);
a = pow((((x_91 + x_93) + x_96) + x_99), x_102);
{
i = (i + 1);
}
}
const float x_104 = a;
const float x_106 = asfloat(x_8[1].x);
if ((x_104 == x_106)) {
x_GLF_v1 = v1;
} else {
const int x_20 = asint(x_12[1].x);
const float x_113 = float(x_20);
x_GLF_v1 = float4(x_113, x_113, x_113, x_113);
}
return;
}
struct main_out {
float4 x_GLF_v1_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_v1_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_v1};
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_v1_1 = inner_result.x_GLF_v1_1;
return wrapper_result;
}