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

77 lines
1.8 KiB
HLSL

cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[1];
};
static float gv = 0.0f;
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() {
float lv = 0.0f;
float x_43 = 0.0f;
int GLF_live5r = 0;
int GLF_live5_looplimiter6 = 0;
const float x_45 = asfloat(x_7[0].y);
if ((1.0f > x_45)) {
x_43 = abs(gv);
} else {
x_43 = 260.0f;
}
lv = x_43;
if ((int(lv) < 250)) {
if ((int(lv) < 180)) {
const float x_65 = clamp(lv, 1.0f, 1.0f);
} else {
const float x_67 = gl_FragCoord.y;
if ((x_67 < 0.0f)) {
if ((int(lv) < 210)) {
while (true) {
{
if (true) {
} else {
break;
}
}
}
}
GLF_live5r = 0;
while (true) {
if (true) {
} else {
break;
}
if ((GLF_live5_looplimiter6 >= 6)) {
break;
}
GLF_live5_looplimiter6 = (GLF_live5_looplimiter6 + 1);
}
}
}
}
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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_4 = {x_GLF_color};
return tint_symbol_4;
}
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;
}