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

59 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_array_wrapper {
float arr[10];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
tint_array_wrapper data = {};
int i = 0;
tint_array_wrapper const tint_symbol_2 = {.arr={0.100000001f, 0.200000003f, 0.300000012f, 0.400000006f, 0.5f, 0.600000024f, 0.699999988f, 0.800000012f, 0.899999976f, 1.0f}};
data = tint_symbol_2;
i = 0;
while (true) {
int const x_7 = i;
if ((x_7 < 10)) {
} else {
break;
}
float const x_50 = (*(tint_symbol_4)).x;
if ((x_50 < 0.0f)) {
discard_fragment();
}
int const x_8 = i;
float const x_55 = data.arr[x_8];
data.arr[0] = x_55;
{
int const x_9 = i;
i = as_type<int>((as_type<uint>(x_9) + as_type<uint>(1)));
}
}
float const x_58 = data.arr[0];
*(tint_symbol_5) = float4(x_58, 0.0f, 0.0f, 1.0f);
return;
}
main_out tint_symbol_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}