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

35 lines
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warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
struct main_out {
float4 color_out_1;
};
struct tint_symbol_2 {
float4 color_out_1 [[color(0)]];
};
void main_1(thread float4* const tint_symbol_4, texture2d<float, access::read> tint_symbol_5, thread float4* const tint_symbol_6) {
float4 const x_19 = *(tint_symbol_4);
float4 const x_22 = tint_symbol_5.read(uint2(int2(float2(x_19.x, x_19.y))));
*(tint_symbol_6) = x_22;
return;
}
main_out tint_symbol_1_inner(float4 gl_FragCoord_param, thread float4* const tint_symbol_7, texture2d<float, access::read> tint_symbol_8, thread float4* const tint_symbol_9) {
*(tint_symbol_7) = gl_FragCoord_param;
main_1(tint_symbol_7, tint_symbol_8, tint_symbol_9);
main_out const tint_symbol_3 = {.color_out_1=*(tint_symbol_9)};
return tint_symbol_3;
}
fragment tint_symbol_2 tint_symbol_1(texture2d<float, access::read> tint_symbol_11 [[texture(0)]], float4 gl_FragCoord_param [[position]]) {
thread float4 tint_symbol_10 = 0.0f;
thread float4 tint_symbol_12 = 0.0f;
main_out const inner_result = tint_symbol_1_inner(gl_FragCoord_param, &(tint_symbol_10), tint_symbol_11, &(tint_symbol_12));
tint_symbol_2 wrapper_result = {};
wrapper_result.color_out_1 = inner_result.color_out_1;
return wrapper_result;
}