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

85 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)]];
};
void main_1(constant buf0& x_7, thread float* const tint_symbol_3, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
float lv = 0.0f;
float x_43 = 0.0f;
int GLF_live5r = 0;
int GLF_live5_looplimiter6 = 0;
float const x_45 = x_7.injectionSwitch.y;
if ((1.0f > x_45)) {
float const x_50 = *(tint_symbol_3);
x_43 = fabs(x_50);
} else {
x_43 = 260.0f;
}
float const x_52 = x_43;
lv = x_52;
float const x_53 = lv;
if ((int(x_53) < 250)) {
float const x_58 = lv;
if ((int(x_58) < 180)) {
float const x_64 = lv;
float const x_65 = clamp(x_64, 1.0f, 1.0f);
} else {
float const x_67 = (*(tint_symbol_4)).y;
if ((x_67 < 0.0f)) {
float const x_71 = lv;
if ((int(x_71) < 210)) {
while (true) {
{
if (true) {
} else {
break;
}
}
}
}
GLF_live5r = 0;
while (true) {
if (true) {
} else {
break;
}
int const x_11 = GLF_live5_looplimiter6;
if ((x_11 >= 6)) {
break;
}
int const x_12 = GLF_live5_looplimiter6;
GLF_live5_looplimiter6 = as_type<int>((as_type<uint>(x_12) + as_type<uint>(1)));
}
}
}
}
*(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f);
return;
}
main_out tint_symbol_inner(constant buf0& x_7, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float* const tint_symbol_7, thread float4* const tint_symbol_8) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_7, tint_symbol_7, tint_symbol_6, tint_symbol_8);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_8)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_9 = 0.0f;
thread float tint_symbol_10 = 0.0f;
thread float4 tint_symbol_11 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, gl_FragCoord_param, &(tint_symbol_9), &(tint_symbol_10), &(tint_symbol_11));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}