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

93 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_6, thread float4* const tint_symbol_3) {
int i = 0;
float const x_51 = x_6.injectionSwitch.x;
i = int(x_51);
int const x_8 = i;
switch(x_8) {
case 0: {
while (true) {
int const x_9 = i;
i = as_type<int>((as_type<uint>(x_9) + as_type<uint>(1)));
int const x_11 = i;
switch(x_11) {
case 2: {
int const x_12 = i;
i = as_type<int>((as_type<uint>(x_12) + as_type<uint>(5)));
break;
}
case 1: {
{
int const x_16 = i;
if ((x_16 > 200)) {
} else {
break;
}
}
continue;
break;
}
default: {
int const x_14 = i;
i = as_type<int>((as_type<uint>(x_14) + as_type<uint>(7)));
break;
}
}
{
int const x_16 = i;
if ((x_16 > 200)) {
} else {
break;
}
}
}
int const x_17 = i;
if ((x_17 > 100)) {
int const x_18 = i;
i = as_type<int>((as_type<uint>(x_18) - as_type<uint>(2)));
break;
}
/* fallthrough */
}
default: {
int const x_20 = i;
i = as_type<int>((as_type<uint>(x_20) - as_type<uint>(3)));
break;
}
}
int const x_22 = i;
if ((x_22 == -2)) {
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_6, thread float4* const tint_symbol_4) {
main_1(x_6, tint_symbol_4);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, &(tint_symbol_5));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}