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

128 lines
3.7 KiB
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#include <metal_stdlib>
using namespace metal;
struct buf1 {
/* 0x0000 */ packed_float2 resolution;
};
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct tint_array_wrapper {
float arr[10];
};
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_9, constant buf1& x_6, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
tint_array_wrapper data = {};
int x_41_phi = 0;
int x_53_phi = 0;
x_41_phi = 0;
while (true) {
int x_42 = 0;
int const x_41 = x_41_phi;
if ((x_41 < 10)) {
} else {
break;
}
{
float const x_49 = x_9.injectionSwitch.y;
data.arr[x_41] = (float(as_type<int>((as_type<uint>(10) - as_type<uint>(x_41)))) * x_49);
x_42 = as_type<int>((as_type<uint>(x_41) + as_type<uint>(1)));
x_41_phi = x_42;
}
}
x_53_phi = 0;
while (true) {
int x_54 = 0;
int x_60_phi = 0;
int const x_53 = x_53_phi;
if ((x_53 < 9)) {
} else {
break;
}
x_60_phi = 0;
while (true) {
bool x_83 = false;
bool x_84 = false;
int x_61 = 0;
bool x_85_phi = false;
int const x_60 = x_60_phi;
if ((x_60 < 10)) {
} else {
break;
}
if ((x_60 < as_type<int>((as_type<uint>(x_53) + as_type<uint>(1))))) {
{
x_61 = as_type<int>((as_type<uint>(x_60) + as_type<uint>(1)));
x_60_phi = x_61;
}
continue;
}
int const x_70_save = x_53;
float const x_71 = data.arr[x_70_save];
int const x_72_save = x_60;
float const x_73 = data.arr[x_72_save];
float const x_75 = (*(tint_symbol_3)).y;
float const x_77 = x_6.resolution.y;
if ((x_75 < (x_77 * 0.5f))) {
x_83 = (x_71 > x_73);
x_85_phi = x_83;
} else {
x_84 = (x_71 < x_73);
x_85_phi = x_84;
}
bool const x_85 = x_85_phi;
if (x_85) {
float const x_88 = data.arr[x_70_save];
float const x_89 = data.arr[x_72_save];
data.arr[x_70_save] = x_89;
data.arr[x_72_save] = x_88;
}
{
x_61 = as_type<int>((as_type<uint>(x_60) + as_type<uint>(1)));
x_60_phi = x_61;
}
}
{
x_54 = as_type<int>((as_type<uint>(x_53) + as_type<uint>(1)));
x_53_phi = x_54;
}
}
float const x_91 = (*(tint_symbol_3)).x;
float const x_93 = x_6.resolution.x;
if ((x_91 < (x_93 * 0.5f))) {
float const x_100 = data.arr[0];
float const x_103 = data.arr[5];
float const x_106 = data.arr[9];
*(tint_symbol_4) = float4((x_100 * 0.100000001f), (x_103 * 0.100000001f), (x_106 * 0.100000001f), 1.0f);
} else {
float const x_110 = data.arr[5];
float const x_113 = data.arr[9];
float const x_116 = data.arr[0];
*(tint_symbol_4) = float4((x_110 * 0.100000001f), (x_113 * 0.100000001f), (x_116 * 0.100000001f), 1.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_9, constant buf1& x_6, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_9, x_6, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_9 [[buffer(0)]], constant buf1& x_6 [[buffer(1)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_9, x_6, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}