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

236 lines
7.8 KiB
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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[2];
};
struct buf0 {
/* 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[3];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_int_values;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_7, constant buf1& x_11, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float a = 0.0f;
float b = 0.0f;
int i = 0;
int i_1 = 0;
int i_2 = 0;
int i_3 = 0;
int i_4 = 0;
int i_5 = 0;
int i_6 = 0;
int i_7 = 0;
int i_8 = 0;
int i_9 = 0;
int i_10 = 0;
float const x_104 = x_7.x_GLF_uniform_float_values.arr[0].el;
a = x_104;
float const x_106 = x_7.x_GLF_uniform_float_values.arr[1].el;
b = x_106;
int const x_24 = x_11.x_GLF_uniform_int_values.arr[1].el;
i = x_24;
while (true) {
int const x_25 = i;
int const x_26 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_25 < x_26)) {
} else {
break;
}
int const x_27 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_1 = x_27;
while (true) {
int const x_28 = i_1;
int const x_29 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_28 < x_29)) {
} else {
break;
}
int const x_30 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_2 = x_30;
while (true) {
int const x_31 = i_2;
int const x_32 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_31 < x_32)) {
} else {
break;
}
int const x_33 = x_11.x_GLF_uniform_int_values.arr[2].el;
i_3 = x_33;
while (true) {
int const x_34 = i_3;
int const x_35 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_34 < x_35)) {
} else {
break;
}
int const x_36 = x_11.x_GLF_uniform_int_values.arr[2].el;
i_4 = x_36;
while (true) {
int const x_37 = i_4;
int const x_38 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_37 < x_38)) {
} else {
break;
}
int const x_39 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_5 = x_39;
while (true) {
int const x_40 = i_5;
int const x_41 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_40 < x_41)) {
} else {
break;
}
int const x_42 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_6 = x_42;
while (true) {
int const x_43 = i_6;
int const x_44 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_43 < x_44)) {
} else {
break;
}
int const x_45 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_7 = x_45;
while (true) {
int const x_46 = i_7;
int const x_47 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_46 < x_47)) {
} else {
break;
}
int const x_48 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_8 = x_48;
while (true) {
int const x_49 = i_8;
int const x_50 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_49 < x_50)) {
} else {
break;
}
int const x_51 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_9 = x_51;
while (true) {
int const x_52 = i_9;
int const x_53 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_52 < x_53)) {
} else {
break;
}
int const x_54 = x_11.x_GLF_uniform_int_values.arr[1].el;
i_10 = x_54;
while (true) {
int const x_55 = i_10;
int const x_56 = x_11.x_GLF_uniform_int_values.arr[0].el;
if ((x_55 < x_56)) {
} else {
break;
}
float const x_196 = x_7.x_GLF_uniform_float_values.arr[1].el;
a = x_196;
float const x_198 = (*(tint_symbol_3)).y;
float const x_200 = x_7.x_GLF_uniform_float_values.arr[1].el;
if ((x_198 > x_200)) {
break;
}
{
int const x_57 = i_10;
i_10 = as_type<int>((as_type<uint>(x_57) + as_type<uint>(1)));
}
}
{
int const x_59 = i_9;
i_9 = as_type<int>((as_type<uint>(x_59) + as_type<uint>(1)));
}
}
{
int const x_61 = i_8;
i_8 = as_type<int>((as_type<uint>(x_61) + as_type<uint>(1)));
}
}
{
int const x_63 = i_7;
i_7 = as_type<int>((as_type<uint>(x_63) + as_type<uint>(1)));
}
}
{
int const x_65 = i_6;
i_6 = as_type<int>((as_type<uint>(x_65) + as_type<uint>(1)));
}
}
{
int const x_67 = i_5;
i_5 = as_type<int>((as_type<uint>(x_67) + as_type<uint>(1)));
}
}
{
int const x_69 = i_4;
i_4 = as_type<int>((as_type<uint>(x_69) + as_type<uint>(1)));
}
}
{
int const x_71 = i_3;
i_3 = as_type<int>((as_type<uint>(x_71) + as_type<uint>(1)));
}
}
{
int const x_73 = i_2;
i_2 = as_type<int>((as_type<uint>(x_73) + as_type<uint>(1)));
}
}
{
int const x_75 = i_1;
i_1 = as_type<int>((as_type<uint>(x_75) + as_type<uint>(1)));
}
}
float const x_204 = b;
b = (x_204 + 1.0f);
{
int const x_77 = i;
i = as_type<int>((as_type<uint>(x_77) + as_type<uint>(1)));
}
}
float const x_206 = b;
float const x_207 = a;
float const x_208 = a;
float const x_209 = b;
*(tint_symbol_4) = float4(x_206, x_207, x_208, x_209);
return;
}
main_out tint_symbol_inner(constant buf0& x_7, constant buf1& x_11, 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_7, x_11, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]], constant buf1& x_11 [[buffer(1)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, x_11, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}