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

68 lines
1.7 KiB
HLSL

cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[4];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int a = 0;
int sum = 0;
int i = 0;
a = 65536;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_29 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
sum = x_29;
const int x_31 = asint(x_7[1].x);
if ((1 == x_31)) {
a = (a - 1);
}
i = 0;
while (true) {
if ((i < a)) {
} else {
break;
}
sum = (sum + i);
{
const int x_49 = asint(x_7[2].x);
i = (i + x_49);
}
}
const int x_52 = sum;
const int x_54 = asint(x_7[3].x);
if ((x_52 == x_54)) {
const int x_60 = asint(x_7[1].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_63 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_66 = asint(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
const int x_69 = asint(x_7[1].x);
x_GLF_color = float4(float(x_60), float(x_63), float(x_66), float(x_69));
} else {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_73 = asint(x_7[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const float x_74 = float(x_73);
x_GLF_color = float4(x_74, x_74, x_74, x_74);
}
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;
}