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

98 lines
2.4 KiB
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#include <metal_stdlib>
using namespace metal;
struct tint_array_wrapper {
int arr[2];
};
struct S {
tint_array_wrapper arr;
};
struct buf0 {
/* 0x0000 */ int one;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
int func_struct_S_i1_2_1_i1_(constant buf0& x_9, thread S* const s, thread int* const x) {
int const x_16 = *(x);
(*(s)).arr.arr[1] = as_type<int>((as_type<uint>(x_16) + as_type<uint>(1)));
int const x_18 = x_9.one;
int const x_19 = (*(s)).arr.arr[x_18];
int const x_20 = *(x);
if ((x_19 == x_20)) {
return -1;
}
int const x_21 = *(x);
return x_21;
}
void main_1(constant buf0& x_9, thread float4* const tint_symbol_3) {
int a = 0;
int i = 0;
int j = 0;
S s_1 = {};
S param = {};
int param_1 = 0;
a = 0;
i = 0;
while (true) {
int const x_22 = i;
int const x_23 = x_9.one;
if ((x_22 < as_type<int>((as_type<uint>(2) + as_type<uint>(x_23))))) {
} else {
break;
}
j = 0;
while (true) {
int const x_25 = j;
int const x_26 = x_9.one;
if ((x_25 < as_type<int>((as_type<uint>(3) + as_type<uint>(x_26))))) {
} else {
break;
}
int const x_28 = i;
int const x_29 = j;
S const x_79 = s_1;
param = x_79;
param_1 = as_type<int>((as_type<uint>(x_28) + as_type<uint>(x_29)));
int const x_31 = func_struct_S_i1_2_1_i1_(x_9, &(param), &(param_1));
int const x_32 = a;
a = as_type<int>((as_type<uint>(x_32) + as_type<uint>(x_31)));
{
int const x_34 = j;
j = as_type<int>((as_type<uint>(x_34) + as_type<uint>(1)));
}
}
{
int const x_36 = i;
i = as_type<int>((as_type<uint>(x_36) + as_type<uint>(1)));
}
}
int const x_38 = a;
if ((x_38 == 30)) {
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_9, thread float4* const tint_symbol_4) {
main_1(x_9, tint_symbol_4);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_9 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_9, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}