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

106 lines
2.9 KiB
HLSL

cbuffer cbuffer_x_8 : register(b0, space0) {
uint4 x_8[5];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
int func_i1_(inout int x) {
int a = 0;
int i = 0;
int indexable[4] = (int[4])0;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_72 = asint(x_8[scalar_offset / 4][scalar_offset % 4]);
a = x_72;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_74 = asint(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
i = x_74;
while (true) {
const int x_79 = i;
const int x_81 = asint(x_8[1].x);
if ((x_79 < x_81)) {
} else {
break;
}
const int x_85 = asint(x_8[3].x);
const int x_87 = asint(x_8[3].x);
const int x_89 = asint(x_8[3].x);
const int x_91 = asint(x_8[3].x);
const int x_93 = a;
const int tint_symbol_2[4] = {x_85, x_87, x_89, x_91};
indexable = tint_symbol_2;
const int x_95 = indexable[x_93];
const int x_96 = x;
if ((x_95 > x_96)) {
if (true) {
const int x_105 = asint(x_8[3].x);
return x_105;
} else {
const int x_107 = asint(x_8[3].x);
a = x_107;
}
} else {
if (true) {
const int x_111 = asint(x_8[4].x);
return x_111;
}
}
{
i = (i + 1);
}
}
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_115 = asint(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]);
return x_115;
}
void main_1() {
int a_1 = 0;
int param = 0;
int param_1 = 0;
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_39 = asint(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]);
param = x_39;
const int x_40 = func_i1_(param);
a_1 = x_40;
const int x_42 = asint(x_8[3].x);
param_1 = x_42;
const int x_43 = func_i1_(param_1);
a_1 = (a_1 + x_43);
const int x_46 = a_1;
const int x_48 = asint(x_8[2].x);
if ((x_46 == x_48)) {
const int x_54 = asint(x_8[3].x);
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_57 = asint(x_8[scalar_offset_4 / 4][scalar_offset_4 % 4]);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const int x_60 = asint(x_8[scalar_offset_5 / 4][scalar_offset_5 % 4]);
const int x_63 = asint(x_8[3].x);
x_GLF_color = float4(float(x_54), float(x_57), float(x_60), float(x_63));
} else {
const uint scalar_offset_6 = ((16u * uint(0))) / 4;
const int x_67 = asint(x_8[scalar_offset_6 / 4][scalar_offset_6 % 4]);
const float x_68 = float(x_67);
x_GLF_color = float4(x_68, x_68, x_68, x_68);
}
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;
}