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

72 lines
1.3 KiB
HLSL

struct S {
int x;
int y;
};
cbuffer cbuffer_x_10 : register(b0, space0) {
uint4 x_10[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void func_struct_S_i1_i11_(inout S arg) {
arg.y = 1;
return;
}
void main_1() {
float a = 0.0f;
S b[2] = (S[2])0;
S param = (S)0;
a = 5.0f;
while (true) {
const int x_43 = asint(x_10[0].x);
b[x_43].x = 1;
const int x_46 = b[1].x;
if ((x_46 == 1)) {
const int x_51 = asint(x_10[0].x);
if ((x_51 == 1)) {
break;
}
const S x_56 = b[1];
param = x_56;
func_struct_S_i1_i11_(param);
b[1] = param;
const int x_61 = b[1].y;
a = float(x_61);
}
a = 0.0f;
{
if (false) {
} else {
break;
}
}
}
if ((a == 5.0f)) {
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
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;
}