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

110 lines
4.4 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
struct tint_padded_array_element {
/* 0x0000 */ int el;
/* 0x0004 */ int8_t tint_pad[12];
};
struct tint_array_wrapper {
/* 0x0000 */ tint_padded_array_element arr[4];
};
struct buf1 {
/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
};
struct tint_padded_array_element_1 {
/* 0x0000 */ float el;
/* 0x0004 */ int8_t tint_pad_1[12];
};
struct tint_array_wrapper_1 {
/* 0x0000 */ tint_padded_array_element_1 arr[1];
};
struct buf0 {
/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_float_values;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf1& x_6, constant buf0& x_10, thread float4* const tint_symbol_3) {
float4x4 m0 = float4x4(0.0f);
int c = 0;
float4x4 m1 = float4x4(0.0f);
int const x_40 = x_6.x_GLF_uniform_int_values.arr[1].el;
float const x_41 = float(x_40);
m0 = float4x4(float4(x_41, 0.0f, 0.0f, 0.0f), float4(0.0f, x_41, 0.0f, 0.0f), float4(0.0f, 0.0f, x_41, 0.0f), float4(0.0f, 0.0f, 0.0f, x_41));
int const x_48 = x_6.x_GLF_uniform_int_values.arr[2].el;
c = x_48;
while (true) {
int const x_53 = c;
int const x_55 = x_6.x_GLF_uniform_int_values.arr[0].el;
if ((x_53 < x_55)) {
} else {
break;
}
float4x4 const x_58 = m0;
m1 = x_58;
int const x_59 = c;
int const x_61 = x_6.x_GLF_uniform_int_values.arr[3].el;
int const x_64 = x_6.x_GLF_uniform_int_values.arr[2].el;
float const x_66 = x_10.x_GLF_uniform_float_values.arr[0].el;
m1[(x_59 % x_61)][x_64] = x_66;
int const x_68 = c;
int const x_70 = x_6.x_GLF_uniform_int_values.arr[3].el;
int const x_73 = x_6.x_GLF_uniform_int_values.arr[2].el;
float const x_75 = x_10.x_GLF_uniform_float_values.arr[0].el;
m0[(x_68 % x_70)][x_73] = x_75;
{
int const x_77 = c;
c = as_type<int>((as_type<uint>(x_77) + as_type<uint>(1)));
}
}
float4x4 const x_79 = m0;
int const x_81 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_84 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_87 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_90 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_93 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_96 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_99 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_102 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_105 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_108 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_111 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_114 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_117 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_120 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_123 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_126 = x_6.x_GLF_uniform_int_values.arr[1].el;
float4x4 const x_132 = float4x4(float4(float(x_81), float(x_84), float(x_87), float(x_90)), float4(float(x_93), float(x_96), float(x_99), float(x_102)), float4(float(x_105), float(x_108), float(x_111), float(x_114)), float4(float(x_117), float(x_120), float(x_123), float(x_126)));
if ((((all((x_79[0u] == x_132[0u])) && all((x_79[1u] == x_132[1u]))) && all((x_79[2u] == x_132[2u]))) && all((x_79[3u] == x_132[3u])))) {
int const x_156 = x_6.x_GLF_uniform_int_values.arr[2].el;
int const x_159 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_162 = x_6.x_GLF_uniform_int_values.arr[1].el;
int const x_165 = x_6.x_GLF_uniform_int_values.arr[2].el;
*(tint_symbol_3) = float4(float(x_156), float(x_159), float(x_162), float(x_165));
} else {
int const x_169 = x_6.x_GLF_uniform_int_values.arr[1].el;
float const x_170 = float(x_169);
*(tint_symbol_3) = float4(x_170, x_170, x_170, x_170);
}
return;
}
main_out tint_symbol_inner(constant buf1& x_6, constant buf0& x_10, thread float4* const tint_symbol_4) {
main_1(x_6, x_10, 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 buf1& x_6 [[buffer(1)]], constant buf0& x_10 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, x_10, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}