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

108 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ float el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[4];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_float_values;
};
struct tint_padded_array_element_1 {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad_1[12];
};
struct tint_array_wrapper_1 {
/* 0x0000 */ tint_padded_array_element_1 arr[2];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values;
};
struct main_out {
float4 x_GLF_v1_1;
};
struct tint_symbol_1 {
float4 x_GLF_v1_1 [[color(0)]];
};
void main_1(constant buf1& x_8, constant buf0& x_12, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float2 uv = 0.0f;
float4 v1 = 0.0f;
float a = 0.0f;
int i = 0;
float4 const x_49 = *(tint_symbol_3);
uv = float2(x_49.x, x_49.y);
float const x_52 = x_8.x_GLF_uniform_float_values.arr[0].el;
v1 = float4(x_52, x_52, x_52, x_52);
float const x_55 = uv.y;
float const x_57 = x_8.x_GLF_uniform_float_values.arr[0].el;
if ((x_55 >= x_57)) {
float const x_62 = x_8.x_GLF_uniform_float_values.arr[2].el;
v1.x = x_62;
float const x_65 = x_8.x_GLF_uniform_float_values.arr[0].el;
v1.y = x_65;
float const x_68 = x_8.x_GLF_uniform_float_values.arr[0].el;
v1.z = x_68;
float const x_71 = x_8.x_GLF_uniform_float_values.arr[2].el;
v1.w = x_71;
}
float const x_74 = x_8.x_GLF_uniform_float_values.arr[2].el;
a = x_74;
int const x_15 = x_12.x_GLF_uniform_int_values.arr[1].el;
i = x_15;
while (true) {
int const x_16 = i;
int const x_17 = x_12.x_GLF_uniform_int_values.arr[0].el;
if ((x_16 < x_17)) {
} else {
break;
}
float const x_84 = x_8.x_GLF_uniform_float_values.arr[2].el;
float const x_86 = x_8.x_GLF_uniform_float_values.arr[0].el;
if ((x_84 < x_86)) {
discard_fragment();
}
float const x_91 = v1.x;
float const x_93 = v1.y;
float const x_96 = v1.z;
float const x_99 = v1.w;
float const x_102 = x_8.x_GLF_uniform_float_values.arr[3].el;
a = pow((((x_91 + x_93) + x_96) + x_99), x_102);
{
int const x_18 = i;
i = as_type<int>((as_type<uint>(x_18) + as_type<uint>(1)));
}
}
float const x_104 = a;
float const x_106 = x_8.x_GLF_uniform_float_values.arr[1].el;
if ((x_104 == x_106)) {
float4 const x_111 = v1;
*(tint_symbol_4) = x_111;
} else {
int const x_20 = x_12.x_GLF_uniform_int_values.arr[1].el;
float const x_113 = float(x_20);
*(tint_symbol_4) = float4(x_113, x_113, x_113, x_113);
}
return;
}
main_out tint_symbol_inner(constant buf1& x_8, constant buf0& x_12, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_8, x_12, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_v1_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf1& x_8 [[buffer(1)]], constant buf0& x_12 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, x_12, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_v1_1 = inner_result.x_GLF_v1_1;
return wrapper_result;
}