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

105 lines
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#include <metal_stdlib>
using namespace metal;
struct tint_array_wrapper {
int arr[10];
};
struct BinarySearchObject {
tint_array_wrapper prime_numbers;
};
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)]];
};
int binarySearch_struct_BinarySearchObject_i1_10_1_(constant buf0& x_8, thread BinarySearchObject* const obj) {
int m = 0;
while (true) {
float const x_91 = x_8.injectionSwitch.x;
if ((x_91 > 1.0f)) {
} else {
break;
}
float const x_95 = x_8.injectionSwitch.x;
m = int(x_95);
int const x_14 = m;
int const x_15 = (*(obj)).prime_numbers.arr[x_14];
if ((x_15 == 1)) {
return 1;
}
}
return 1;
}
void main_1(constant buf0& x_8, thread float4* const tint_symbol_3) {
int i = 0;
BinarySearchObject obj_1 = {};
BinarySearchObject param = {};
i = 0;
while (true) {
int const x_16 = i;
if ((x_16 < 10)) {
} else {
break;
}
int const x_17 = i;
if ((x_17 != 3)) {
int const x_18 = i;
float const x_67 = x_8.injectionSwitch.x;
if ((as_type<int>((as_type<uint>(x_18) - as_type<uint>(int(x_67)))) == 4)) {
int const x_21 = i;
obj_1.prime_numbers.arr[x_21] = 11;
} else {
int const x_22 = i;
if ((x_22 == 6)) {
int const x_23 = i;
obj_1.prime_numbers.arr[x_23] = 17;
}
{
int const x_24 = i;
i = as_type<int>((as_type<uint>(x_24) + as_type<uint>(1)));
}
continue;
}
}
while (true) {
{
float const x_82 = x_8.injectionSwitch.y;
if ((0.0f > x_82)) {
} else {
break;
}
}
}
{
int const x_24 = i;
i = as_type<int>((as_type<uint>(x_24) + as_type<uint>(1)));
}
}
BinarySearchObject const x_84 = obj_1;
param = x_84;
int const x_26 = binarySearch_struct_BinarySearchObject_i1_10_1_(x_8, &(param));
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
return;
}
main_out tint_symbol_inner(constant buf0& x_8, thread float4* const tint_symbol_4) {
main_1(x_8, 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_8 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}