dawn-cmake/test/intrinsics/gen/textureNumLevels/080d95.wgsl.expected.msl
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

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#include <metal_stdlib>
using namespace metal;
struct tint_symbol {
float4 value [[position]];
};
void textureNumLevels_080d95(texturecube<int, access::sample> tint_symbol_1) {
int res = int(tint_symbol_1.get_num_mip_levels());
}
float4 vertex_main_inner(texturecube<int, access::sample> tint_symbol_2) {
textureNumLevels_080d95(tint_symbol_2);
return float4();
}
vertex tint_symbol vertex_main(texturecube<int, access::sample> tint_symbol_3 [[texture(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_3);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(texturecube<int, access::sample> tint_symbol_4 [[texture(0)]]) {
textureNumLevels_080d95(tint_symbol_4);
return;
}
kernel void compute_main(texturecube<int, access::sample> tint_symbol_5 [[texture(0)]]) {
textureNumLevels_080d95(tint_symbol_5);
return;
}