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

80 lines
2.9 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 resolution;
};
struct tint_array_wrapper {
float4 arr[16];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
int collatz_i1_(thread int* const v) {
int count = 0;
count = 0;
while (true) {
int const x_89 = *(v);
if ((x_89 > 1)) {
} else {
break;
}
int const x_92 = *(v);
if (((x_92 & 1) == 1)) {
int const x_98 = *(v);
*(v) = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(3) * as_type<uint>(x_98)))) + as_type<uint>(1)));
} else {
int const x_101 = *(v);
*(v) = (x_101 / 2);
}
int const x_103 = count;
count = as_type<int>((as_type<uint>(x_103) + as_type<uint>(1)));
}
int const x_105 = count;
return x_105;
}
void main_1(constant buf0& x_10, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
float2 lin = 0.0f;
int v_1 = 0;
int param = 0;
tint_array_wrapper indexable = {};
float4 const x_63 = *(tint_symbol_4);
float2 const x_66 = x_10.resolution;
lin = (float2(x_63.x, x_63.y) / x_66);
float2 const x_68 = lin;
lin = floor((x_68 * 8.0f));
float const x_72 = lin.x;
float const x_76 = lin.y;
v_1 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(int(x_72)) * as_type<uint>(8)))) + as_type<uint>(int(x_76))));
int const x_79 = v_1;
param = x_79;
int const x_80 = collatz_i1_(&(param));
tint_array_wrapper const tint_symbol_2 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
indexable = tint_symbol_2;
float4 const x_83 = indexable.arr[(x_80 % 16)];
*(tint_symbol_5) = x_83;
return;
}
main_out tint_symbol_inner(constant buf0& x_10, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_10, tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_10 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_10, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}