dawn-cmake/test/var/inferred/function-var.wgsl.expected.hlsl
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

60 lines
1.1 KiB
HLSL

struct MyStruct {
float f1;
};
int ret_i32() {
return 1;
}
uint ret_u32() {
return 1u;
}
float ret_f32() {
return 1.0f;
}
MyStruct ret_MyStruct() {
const MyStruct tint_symbol_1 = (MyStruct)0;
return tint_symbol_1;
}
typedef float ret_MyArray_ret[10];
ret_MyArray_ret ret_MyArray() {
const float tint_symbol_2[10] = (float[10])0;
return tint_symbol_2;
}
void var_decls() {
int v1 = 1;
uint v2 = 1u;
float v3 = 1.0f;
int3 v4 = int3(1, 1, 1);
uint3 v5 = uint3(1u, 1u, 1u);
float3 v6 = float3(1.0f, 1.0f, 1.0f);
float3x3 v7 = float3x3(v6, v6, v6);
MyStruct v8 = {1.0f};
float v9[10] = (float[10])0;
int v10 = ret_i32();
uint v11 = ret_u32();
float v12 = ret_f32();
MyStruct v13 = ret_MyStruct();
MyStruct v14 = ret_MyStruct();
float v15[10] = ret_MyArray();
}
struct tint_symbol {
float4 value : SV_Target0;
};
float4 main_inner() {
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol main() {
const float4 inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.value = inner_result;
return wrapper_result;
}