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

56 lines
1.9 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 m0 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
float2x2 m1 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
float2 v = float2(0.0f, 0.0f);
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_35 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_37 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
m0 = float2x2(float2(x_35, -0.540302277f), float2(0.540302277f, x_37));
m1 = mul(m0, m0);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_45 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
v = mul(m1, float2(x_45, x_45));
const float x_50 = v.x;
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const float x_52 = asfloat(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
if ((x_50 < x_52)) {
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const float x_58 = asfloat(x_6[scalar_offset_4 / 4][scalar_offset_4 % 4]);
const float x_60 = asfloat(x_6[1].x);
const float x_62 = asfloat(x_6[1].x);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const float x_64 = asfloat(x_6[scalar_offset_5 / 4][scalar_offset_5 % 4]);
x_GLF_color = float4(x_58, x_60, x_62, x_64);
} else {
const float x_67 = asfloat(x_6[1].x);
x_GLF_color = float4(x_67, x_67, x_67, x_67);
}
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;
}