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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>
112 lines
3.1 KiB
Plaintext
112 lines
3.1 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 tint_padded_array_element {
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/* 0x0000 */ int el;
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/* 0x0004 */ int8_t tint_pad[12];
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};
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struct tint_array_wrapper {
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/* 0x0000 */ tint_padded_array_element arr[3];
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};
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struct buf0 {
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/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
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};
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struct tint_array_wrapper_1 {
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S arr[10];
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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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void func_struct_S_i11_i1_(constant buf0& x_9, thread S* const s, thread int* const x) {
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int const x_103 = x_9.x_GLF_uniform_int_values.arr[1].el;
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int const x_105 = x_9.x_GLF_uniform_int_values.arr[0].el;
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if ((x_103 == x_105)) {
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return;
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}
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int const x_109 = *(x);
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(*(s)).data = x_109;
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return;
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}
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void main_1(constant buf0& x_9, thread float4* const tint_symbol_3) {
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int i = 0;
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tint_array_wrapper_1 arr = {};
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int index = 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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i = 0;
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while (true) {
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int const x_43 = i;
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if ((x_43 < 10)) {
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} else {
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break;
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}
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int const x_46 = i;
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arr.arr[x_46].data = 0;
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{
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int const x_48 = i;
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i = as_type<int>((as_type<uint>(x_48) + as_type<uint>(1)));
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}
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}
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int const x_51 = x_9.x_GLF_uniform_int_values.arr[1].el;
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int const x_53 = x_9.x_GLF_uniform_int_values.arr[0].el;
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if ((x_51 == x_53)) {
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int const x_58 = index;
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S const x_60 = arr.arr[x_58];
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param = x_60;
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int const x_61 = index;
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param_1 = x_61;
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func_struct_S_i11_i1_(x_9, &(param), &(param_1));
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S const x_63 = param;
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arr.arr[x_58] = x_63;
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} else {
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int const x_66 = x_9.x_GLF_uniform_int_values.arr[0].el;
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S const x_68 = arr.arr[x_66];
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param_2 = x_68;
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int const x_70 = x_9.x_GLF_uniform_int_values.arr[1].el;
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param_3 = x_70;
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func_struct_S_i11_i1_(x_9, &(param_2), &(param_3));
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S const x_72 = param_2;
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arr.arr[x_66] = x_72;
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}
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int const x_75 = x_9.x_GLF_uniform_int_values.arr[0].el;
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int const x_77 = arr.arr[x_75].data;
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int const x_79 = x_9.x_GLF_uniform_int_values.arr[1].el;
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if ((x_77 == x_79)) {
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int const x_85 = x_9.x_GLF_uniform_int_values.arr[1].el;
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int const x_88 = x_9.x_GLF_uniform_int_values.arr[0].el;
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int const x_91 = x_9.x_GLF_uniform_int_values.arr[0].el;
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int const x_94 = x_9.x_GLF_uniform_int_values.arr[1].el;
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*(tint_symbol_3) = float4(float(x_85), float(x_88), float(x_91), float(x_94));
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} else {
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int const x_98 = x_9.x_GLF_uniform_int_values.arr[0].el;
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float const x_99 = float(x_98);
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*(tint_symbol_3) = float4(x_99, x_99, x_99, x_99);
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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_9, thread float4* const tint_symbol_4) {
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main_1(x_9, 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_9 [[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_9, &(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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