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

39 lines
1.1 KiB
HLSL

vk-gl-cts/rasterization/line_continuity/line-strip/1.wgsl:9:26 warning: use of deprecated intrinsic
let x_22 : vec4<f32> = textureLoad(texture, vec2<i32>(vec2<f32>(x_19.x, x_19.y)));
^^^^^^^^^^^
static float4 color_out = float4(0.0f, 0.0f, 0.0f, 0.0f);
Texture2D<float4> tint_symbol : register(t0, space0);
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
const float4 x_19 = gl_FragCoord;
const float4 x_22 = tint_symbol.Load(int3(int2(float2(x_19.x, x_19.y)), 0));
color_out = x_22;
return;
}
struct main_out {
float4 color_out_1;
};
struct tint_symbol_2 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_3 {
float4 color_out_1 : SV_Target0;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_4 = {color_out};
return tint_symbol_4;
}
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
const main_out inner_result = main_inner(tint_symbol_1.gl_FragCoord_param);
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.color_out_1 = inner_result.color_out_1;
return wrapper_result;
}