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

119 lines
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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
float makeFrame_(constant buf0& x_6) {
float x_60 = 0.0f;
float x_63_phi = 0.0f;
while (true) {
bool x_41 = false;
float x_44 = 0.0f;
float x_45 = 0.0f;
bool x_42 = false;
bool x_41_phi = false;
int x_8_phi = 0;
float x_44_phi = 0.0f;
float x_60_phi = 0.0f;
bool x_61_phi = false;
x_41_phi = false;
x_8_phi = 0;
x_44_phi = 0.0f;
while (true) {
float x_50 = 0.0f;
int x_9 = 0;
bool x_52 = false;
int x_7 = 0;
float x_50_phi = 0.0f;
int x_9_phi = 0;
bool x_52_phi = false;
float x_45_phi = 0.0f;
bool x_42_phi = false;
x_41 = x_41_phi;
int const x_8 = x_8_phi;
x_44 = x_44_phi;
x_60_phi = x_44;
x_61_phi = x_41;
if ((x_8 < 1)) {
} else {
break;
}
x_50_phi = x_44;
x_9_phi = x_8;
x_52_phi = x_41;
while (true) {
x_50 = x_50_phi;
x_9 = x_9_phi;
x_52 = x_52_phi;
float const x_54 = x_6.injectionSwitch.y;
x_45_phi = x_50;
x_42_phi = x_52;
if ((1 < int(x_54))) {
} else {
break;
}
x_45_phi = 1.0f;
x_42_phi = true;
break;
{
x_50_phi = 0.0f;
x_9_phi = 0;
x_52_phi = false;
}
}
x_45 = x_45_phi;
x_42 = x_42_phi;
x_60_phi = x_45;
x_61_phi = x_42;
if (x_42) {
break;
}
{
x_7 = as_type<int>(as_type<int>((as_type<uint>(x_9) + as_type<uint>(as_type<int>(1)))));
x_41_phi = x_42;
x_8_phi = x_7;
x_44_phi = x_45;
}
}
x_60 = x_60_phi;
bool const x_61 = x_61_phi;
x_63_phi = x_60;
if (x_61) {
break;
}
x_63_phi = 1.0f;
break;
}
float const x_63 = x_63_phi;
return x_63;
}
void main_1(constant buf0& x_6, thread float4* const tint_symbol_3) {
float const x_34 = makeFrame_(x_6);
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
return;
}
main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) {
main_1(x_6, 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_6 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}