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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>
112 lines
2.8 KiB
Plaintext
112 lines
2.8 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_array_wrapper {
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float arr[9];
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(thread float4* const tint_symbol_3) {
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float4x3 m43 = float4x3(0.0f);
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int ll1 = 0;
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int rows = 0;
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int ll4 = 0;
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int ll2 = 0;
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int c = 0;
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float4x3 tempm43 = float4x3(0.0f);
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int ll3 = 0;
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int d = 0;
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int r = 0;
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tint_array_wrapper sums = {};
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int idx = 0;
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m43 = float4x3(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), float3(0.0f, 0.0f, 1.0f), float3(0.0f, 0.0f, 0.0f));
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ll1 = 0;
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rows = 2;
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while (true) {
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if (true) {
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} else {
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break;
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}
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*(tint_symbol_3) = float4(1.0f, 0.0f, 0.0f, 1.0f);
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int const x_16 = ll1;
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if ((x_16 >= 5)) {
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break;
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}
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int const x_17 = ll1;
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ll1 = as_type<int>((as_type<uint>(x_17) + as_type<uint>(1)));
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ll4 = 10;
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ll2 = 0;
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c = 0;
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while (true) {
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int const x_19 = c;
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if ((x_19 < 1)) {
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} else {
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break;
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}
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int const x_20 = ll2;
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if ((x_20 >= 0)) {
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break;
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}
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int const x_21 = ll2;
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ll2 = as_type<int>((as_type<uint>(x_21) + as_type<uint>(1)));
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float4x3 const x_92 = m43;
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tempm43 = x_92;
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ll3 = 0;
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d = 0;
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while (true) {
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int const x_23 = ll4;
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if ((1 < x_23)) {
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} else {
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break;
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}
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int const x_24 = d;
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int const x_25 = d;
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int const x_26 = d;
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int const x_27 = r;
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int const x_28 = r;
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int const x_29 = r;
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tempm43[select(0, x_26, ((x_24 >= 0) & (x_25 < 4)))][select(0, x_29, ((x_27 >= 0) & (x_28 < 3)))] = 1.0f;
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{
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int const x_30 = d;
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d = as_type<int>((as_type<uint>(x_30) + as_type<uint>(1)));
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}
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}
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int const x_32 = idx;
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int const x_33 = idx;
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int const x_34 = idx;
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int const x_111 = select(0, x_34, ((x_32 >= 0) & (x_33 < 9)));
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int const x_35 = c;
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float const x_113 = m43[x_35].y;
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float const x_115 = sums.arr[x_111];
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sums.arr[x_111] = (x_115 + x_113);
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{
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int const x_36 = c;
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c = as_type<int>((as_type<uint>(x_36) + as_type<uint>(1)));
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}
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}
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int const x_38 = idx;
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idx = as_type<int>((as_type<uint>(x_38) + as_type<uint>(1)));
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}
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return;
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}
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main_out tint_symbol_inner(thread float4* const tint_symbol_4) {
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main_1(tint_symbol_4);
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main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_4)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol() {
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thread float4 tint_symbol_5 = 0.0f;
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main_out const inner_result = tint_symbol_inner(&(tint_symbol_5));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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