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

121 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_8, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
int odd_index = 0;
int even_index = 0;
int j = 0;
int ll = 0;
bool x_59 = false;
bool x_60_phi = false;
*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
float const x_53 = (*(tint_symbol_4)).x;
bool const x_54 = (x_53 < 128.0f);
x_60_phi = x_54;
if (x_54) {
float const x_58 = (*(tint_symbol_4)).y;
x_59 = (x_58 < 128.0f);
x_60_phi = x_59;
}
bool const x_60 = x_60_phi;
if (x_60) {
return;
}
odd_index = 0;
while (true) {
int const x_11 = odd_index;
if ((x_11 <= 1)) {
} else {
break;
}
float const x_70 = (*(tint_symbol_3)).x;
(*(tint_symbol_3)).x = (x_70 + 0.25f);
int const x_12 = odd_index;
odd_index = as_type<int>((as_type<uint>(x_12) + as_type<uint>(1)));
}
even_index = 1;
while (true) {
int const x_14 = even_index;
if ((x_14 >= 0)) {
} else {
break;
}
float const x_80 = (*(tint_symbol_3)).x;
(*(tint_symbol_3)).x = (x_80 + 0.25f);
float const x_84 = x_8.injectionSwitch.x;
float const x_86 = x_8.injectionSwitch.y;
if ((x_84 > x_86)) {
continue;
}
int const x_15 = even_index;
if ((x_15 >= 1)) {
discard_fragment();
}
j = 1;
while (true) {
if (true) {
} else {
break;
}
int const x_16 = ll;
if ((x_16 >= 3)) {
break;
}
int const x_17 = ll;
ll = as_type<int>((as_type<uint>(x_17) + as_type<uint>(1)));
int const x_19 = j;
if ((as_type<uint>(x_19) < 1u)) {
{
int const x_20 = j;
j = as_type<int>((as_type<uint>(x_20) + as_type<uint>(1)));
}
continue;
}
float const x_106 = x_8.injectionSwitch.x;
float const x_108 = x_8.injectionSwitch.y;
if ((x_106 > x_108)) {
break;
}
{
int const x_20 = j;
j = as_type<int>((as_type<uint>(x_20) + as_type<uint>(1)));
}
}
float const x_113 = x_8.injectionSwitch.x;
float const x_115 = x_8.injectionSwitch.y;
if ((x_113 > x_115)) {
*(tint_symbol_3) = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
int const x_22 = even_index;
even_index = as_type<int>((as_type<uint>(x_22) - as_type<uint>(1)));
}
return;
}
main_out tint_symbol_inner(constant buf0& x_8, 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_8, tint_symbol_6, tint_symbol_5);
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_8 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, 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;
}