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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>
99 lines
2.3 KiB
Plaintext
99 lines
2.3 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct S {
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int data;
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};
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struct buf0 {
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/* 0x0000 */ int one;
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};
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struct tint_array_wrapper {
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S arr[1];
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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int func_struct_S_i11_i1_(thread S* const s, thread int* const x) {
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int const x_17 = (*(s)).data;
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if ((x_17 == 1)) {
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int const x_18 = *(x);
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int const x_19 = (*(s)).data;
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return as_type<int>((as_type<uint>(x_18) + as_type<uint>(x_19)));
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} else {
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int const x_21 = *(x);
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return x_21;
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}
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return 0;
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}
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void main_1(constant buf0& x_11, thread float4* const tint_symbol_3) {
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int a = 0;
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tint_array_wrapper arr = {};
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int i = 0;
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S param = {};
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int param_1 = 0;
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S param_2 = {};
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int param_3 = 0;
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a = 0;
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int const x_22 = x_11.one;
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arr.arr[0].data = x_22;
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i = 0;
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while (true) {
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int const x_23 = i;
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int const x_24 = x_11.one;
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if ((x_23 < as_type<int>((as_type<uint>(5) + as_type<uint>(x_24))))) {
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} else {
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break;
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}
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int const x_26 = i;
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if (((x_26 % 2) != 0)) {
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S const x_74 = arr.arr[0];
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param = x_74;
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int const x_28 = i;
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param_1 = x_28;
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int const x_29 = func_struct_S_i11_i1_(&(param), &(param_1));
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S const x_75 = param;
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arr.arr[0] = x_75;
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a = x_29;
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} else {
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S const x_78 = arr.arr[0];
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param_2 = x_78;
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param_3 = 1;
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int const x_30 = func_struct_S_i11_i1_(&(param_2), &(param_3));
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S const x_79 = param_2;
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arr.arr[0] = x_79;
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a = x_30;
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}
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{
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int const x_31 = i;
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i = as_type<int>((as_type<uint>(x_31) + as_type<uint>(1)));
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}
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}
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int const x_33 = a;
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if ((x_33 == 6)) {
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*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_11, thread float4* const tint_symbol_4) {
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main_1(x_11, tint_symbol_4);
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main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_11 [[buffer(0)]]) {
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thread float4 tint_symbol_5 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_11, &(tint_symbol_5));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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