// Copyright 2020 The Tint Authors. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef SRC_TINT_TRANSFORM_VERTEX_PULLING_H_ #define SRC_TINT_TRANSFORM_VERTEX_PULLING_H_ #include #include #include #include #include "src/tint/transform/transform.h" namespace tint::transform { /// Describes the format of data in a vertex buffer enum class VertexFormat { kUint8x2, // uint8x2 kUint8x4, // uint8x4 kSint8x2, // sint8x2 kSint8x4, // sint8x4 kUnorm8x2, // unorm8x2 kUnorm8x4, // unorm8x4 kSnorm8x2, // snorm8x2 kSnorm8x4, // snorm8x4 kUint16x2, // uint16x2 kUint16x4, // uint16x4 kSint16x2, // sint16x2 kSint16x4, // sint16x4 kUnorm16x2, // unorm16x2 kUnorm16x4, // unorm16x4 kSnorm16x2, // snorm16x2 kSnorm16x4, // snorm16x4 kFloat16x2, // float16x2 kFloat16x4, // float16x4 kFloat32, // float32 kFloat32x2, // float32x2 kFloat32x3, // float32x3 kFloat32x4, // float32x4 kUint32, // uint32 kUint32x2, // uint32x2 kUint32x3, // uint32x3 kUint32x4, // uint32x4 kSint32, // sint32 kSint32x2, // sint32x2 kSint32x3, // sint32x3 kSint32x4, // sint32x4 kLastEntry = kSint32x4, }; /// Describes if a vertex attributes increments with vertex index or instance /// index enum class VertexStepMode { kVertex, kInstance, kLastEntry = kInstance }; /// Describes a vertex attribute within a buffer struct VertexAttributeDescriptor { /// The format of the attribute VertexFormat format; /// The byte offset of the attribute in the buffer uint32_t offset; /// The shader location used for the attribute uint32_t shader_location; }; /// Describes a buffer containing multiple vertex attributes struct VertexBufferLayoutDescriptor { /// Constructor VertexBufferLayoutDescriptor(); /// Constructor /// @param in_array_stride the array stride of the in buffer /// @param in_step_mode the step mode of the in buffer /// @param in_attributes the in attributes VertexBufferLayoutDescriptor(uint32_t in_array_stride, VertexStepMode in_step_mode, std::vector in_attributes); /// Copy constructor /// @param other the struct to copy VertexBufferLayoutDescriptor(const VertexBufferLayoutDescriptor& other); /// Assignment operator /// @param other the struct to copy /// @returns this struct VertexBufferLayoutDescriptor& operator=(const VertexBufferLayoutDescriptor& other); ~VertexBufferLayoutDescriptor(); /// The array stride used in the in buffer uint32_t array_stride = 0u; /// The input step mode used VertexStepMode step_mode = VertexStepMode::kVertex; /// The vertex attributes std::vector attributes; }; /// Describes vertex state, which consists of many buffers containing vertex /// attributes using VertexStateDescriptor = std::vector; /// Converts a program to use vertex pulling /// /// Variables which accept vertex input are var with a location attribute. /// This transform will convert those to be assigned from storage buffers /// instead. The intention is to allow vertex input to rely on a storage buffer /// clamping pass for out of bounds reads. We bind the storage buffers as arrays /// of u32, so any read to byte position `p` will actually need to read position /// `p / 4`, since `sizeof(u32) == 4`. /// /// `VertexFormat` represents the input type of the attribute. This isn't /// related to the type of the variable in the shader. For example, /// `VertexFormat::kVec2F16` tells us that the buffer will contain `f16` /// elements, to be read as vec2. In the shader, a user would make a `vec2` /// to be able to use them. The conversion between `f16` and `f32` will need to /// be handled by us (using unpack functions). /// /// To be clear, there won't be types such as `f16` or `u8` anywhere in WGSL /// code, but these are types that the data may arrive as. We need to convert /// these smaller types into the base types such as `f32` and `u32` for the /// shader to use. class VertexPulling final : public Castable { public: /// Configuration options for the transform struct Config final : public Castable { /// Constructor Config(); /// Copy constructor Config(const Config&); /// Destructor ~Config() override; /// Assignment operator /// @returns this Config Config& operator=(const Config&); /// The entry point to add assignments into std::string entry_point_name; /// The vertex state descriptor, containing info about attributes VertexStateDescriptor vertex_state; /// The "group" we will put all our vertex buffers into (as storage buffers) /// Default to 4 as it is past the limits of user-accessible groups uint32_t pulling_group = 4u; }; /// Constructor VertexPulling(); /// Destructor ~VertexPulling() override; protected: /// Runs the transform using the CloneContext built for transforming a /// program. Run() is responsible for calling Clone() on the CloneContext. /// @param ctx the CloneContext primed with the input program and /// ProgramBuilder /// @param inputs optional extra transform-specific input data /// @param outputs optional extra transform-specific output data void Run(CloneContext& ctx, const DataMap& inputs, DataMap& outputs) const override; private: Config cfg_; }; } // namespace tint::transform #endif // SRC_TINT_TRANSFORM_VERTEX_PULLING_H_