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

65 lines
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#include <metal_stdlib>
using namespace metal;
struct struct_base {
int data;
int leftIndex;
int rightIndex;
};
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct tint_array_wrapper {
struct_base arr[3];
};
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_8, thread tint_array_wrapper* const tint_symbol_7, thread float4* const tint_symbol_8) {
int index = 0;
struct_base const tint_symbol_2 = {.data=1, .leftIndex=1, .rightIndex=1};
struct_base const tint_symbol_3 = {.data=1, .leftIndex=1, .rightIndex=1};
struct_base const tint_symbol_4 = {.data=1, .leftIndex=1, .rightIndex=1};
tint_array_wrapper const tint_symbol_5 = {.arr={tint_symbol_2, tint_symbol_3, tint_symbol_4}};
*(tint_symbol_7) = tint_symbol_5;
index = 1;
(*(tint_symbol_7)).arr[1].rightIndex = 1;
int const x_39 = (*(tint_symbol_7)).arr[1].leftIndex;
if ((x_39 == 1)) {
float const x_45 = x_8.injectionSwitch.x;
int const x_48 = (*(tint_symbol_7)).arr[int(x_45)].rightIndex;
index = x_48;
} else {
float const x_50 = x_8.injectionSwitch.y;
int const x_53 = (*(tint_symbol_7)).arr[int(x_50)].leftIndex;
index = x_53;
}
int const x_55 = (*(tint_symbol_7)).arr[1].leftIndex;
if ((x_55 == 1)) {
*(tint_symbol_8) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_8) = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_8, thread tint_array_wrapper* const tint_symbol_9, thread float4* const tint_symbol_10) {
main_1(x_8, tint_symbol_9, tint_symbol_10);
main_out const tint_symbol_6 = {.x_GLF_color_1=*(tint_symbol_10)};
return tint_symbol_6;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_8 [[buffer(0)]]) {
thread tint_array_wrapper tint_symbol_11 = {};
thread float4 tint_symbol_12 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, &(tint_symbol_11), &(tint_symbol_12));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}