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

118 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)]];
};
float func_(constant buf0& x_10, thread float4* const tint_symbol_3) {
bool alwaysFalse = false;
float4 value = 0.0f;
float2 a = 0.0f;
int i = 0;
bool x_121 = false;
bool x_122_phi = false;
float const x_71 = (*(tint_symbol_3)).x;
alwaysFalse = (x_71 < -1.0f);
bool const x_73 = alwaysFalse;
if (x_73) {
float2 const x_76 = a;
float4 const x_77 = value;
value = float4(x_76.x, x_76.y, x_77.z, x_77.w);
}
bool const x_79 = alwaysFalse;
if (!(x_79)) {
float2 const x_84 = x_10.injectionSwitch;
float4 const x_85 = value;
value = float4(x_84.x, x_84.y, x_85.z, x_85.w);
}
float4 const x_87 = *(tint_symbol_3);
float4 const x_89 = value;
float4 const x_93 = value;
float2 const x_95 = (((float2(x_87.x, x_87.y) * float2(x_89.x, x_89.y)) * float2(2.0f, 2.0f)) + float2(x_93.x, x_93.y));
float4 const x_96 = value;
value = float4(x_96.x, x_96.y, x_95.x, x_95.y);
i = 0;
while (true) {
int const x_102 = i;
float const x_104 = x_10.injectionSwitch.y;
if ((x_102 < as_type<int>((as_type<uint>(int(x_104)) + as_type<uint>(1))))) {
} else {
break;
}
int const x_109 = i;
value.x = float(x_109);
{
int const x_112 = i;
i = as_type<int>((as_type<uint>(x_112) + as_type<uint>(1)));
}
}
float const x_115 = value.x;
bool const x_116 = (x_115 == 1.0f);
x_122_phi = x_116;
if (x_116) {
float const x_120 = value.y;
x_121 = (x_120 == 1.0f);
x_122_phi = x_121;
}
bool const x_122 = x_122_phi;
if (x_122) {
return 1.0f;
} else {
return 0.0f;
}
return 0.0f;
}
void main_1(constant buf0& x_10, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
int count = 0;
int i_1 = 0;
count = 0;
i_1 = 0;
while (true) {
int const x_51 = i_1;
float const x_53 = x_10.injectionSwitch.y;
if ((x_51 < as_type<int>((as_type<uint>(int(x_53)) + as_type<uint>(1))))) {
} else {
break;
}
float const x_58 = func_(x_10, tint_symbol_4);
int const x_60 = count;
count = as_type<int>((as_type<uint>(x_60) + as_type<uint>(int(x_58))));
{
int const x_62 = i_1;
i_1 = as_type<int>((as_type<uint>(x_62) + as_type<uint>(1)));
}
}
int const x_64 = count;
if ((x_64 == 2)) {
*(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_5) = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
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_2 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_2;
}
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;
}