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

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