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

52 lines
1.7 KiB
HLSL

cbuffer cbuffer_x_6 : register(b0, space0) {
uint4 x_6[2];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x2 m = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_29 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
const float x_30 = float(x_29);
m = transpose(transpose(float2x2(float2(x_30, 0.0f), float2(0.0f, x_30))));
const float2x2 x_36 = m;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_38 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const float x_39 = float(x_38);
const float2x2 x_42 = float2x2(float2(x_39, 0.0f), float2(0.0f, x_39));
if ((all((x_36[0u] == x_42[0u])) & all((x_36[1u] == x_42[1u])))) {
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_56 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
const int x_59 = asint(x_6[1].x);
const int x_62 = asint(x_6[1].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_65 = asint(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
x_GLF_color = float4(float(x_56), float(x_59), float(x_62), float(x_65));
} else {
const int x_69 = asint(x_6[1].x);
const float x_70 = float(x_69);
x_GLF_color = float4(x_70, x_70, x_70, x_70);
}
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_2 = {x_GLF_color};
return tint_symbol_2;
}
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;
}