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

56 lines
1.6 KiB
HLSL

struct S {
int f1;
float2x2 f2;
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x2 x_41 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
int x_6 = 0;
float2x2 x_42 = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
float2x2 x_49_phi = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
const float x_44 = gl_FragCoord.x;
if ((x_44 < 0.0f)) {
x_42 = float2x2(float2(1.0f, 2.0f), float2(3.0f, 4.0f));
x_49_phi = float2x2(float2(1.0f, 2.0f), float2(3.0f, 4.0f));
} else {
x_42 = float2x2(float2(0.5f, -0.5f), float2(-0.5f, 0.5f));
x_49_phi = float2x2(float2(0.5f, -0.5f), float2(-0.5f, 0.5f));
}
const S x_51 = {1, transpose(x_49_phi)};
const int x_52 = x_51.f1;
x_6 = x_52;
x_41 = x_51.f2;
const float2x2 x_56 = x_41;
const float2x2 x_59 = x_41;
const float2x2 x_63 = x_41;
x_GLF_color = float4(float(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_41[1u].y), float(x_52));
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
return tint_symbol_3;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}