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

86 lines
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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct StructType {
float3 col;
bool4 bbbb;
};
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_5, thread float4* const tint_symbol_4) {
StructType x_33 = {};
int x_38 = 0;
StructType x_42 = {};
StructType x_33_phi = {};
int x_9_phi = 0;
StructType x_42_phi = {};
int x_10_phi = 0;
StructType const tint_symbol_2 = {.col=float3(0.0f, 0.0f, 0.0f), .bbbb=bool4(false, false, false, false)};
x_33_phi = tint_symbol_2;
x_9_phi = 0;
while (true) {
StructType x_34 = {};
int x_7 = 0;
x_33 = x_33_phi;
int const x_9 = x_9_phi;
float const x_37 = x_5.injectionSwitch.y;
x_38 = int(x_37);
if ((x_9 < x_38)) {
} else {
break;
}
{
x_34 = x_33;
x_34.col = float3(1.0f, 0.0f, 0.0f);
x_7 = as_type<int>((as_type<uint>(x_9) + as_type<uint>(1)));
x_33_phi = x_34;
x_9_phi = x_7;
}
}
x_42_phi = x_33;
x_10_phi = 0;
while (true) {
StructType x_43 = {};
int x_8 = 0;
x_42 = x_42_phi;
int const x_10 = x_10_phi;
if ((x_10 < x_38)) {
} else {
break;
}
{
x_43 = x_42;
x_43.col = float3(1.0f, 0.0f, 0.0f);
x_8 = as_type<int>((as_type<uint>(x_10) + as_type<uint>(1)));
x_42_phi = x_43;
x_10_phi = x_8;
}
}
float3 const x_47 = x_42.col;
*(tint_symbol_4) = float4(x_47.x, x_47.y, x_47.z, 1.0f);
return;
}
main_out tint_symbol_inner(constant buf0& x_5, thread float4* const tint_symbol_5) {
main_1(x_5, tint_symbol_5);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_5)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_5 [[buffer(0)]]) {
thread float4 tint_symbol_6 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_5, &(tint_symbol_6));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}