// 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_TRANSFORM_VERTEX_PULLING_H_ #define SRC_TRANSFORM_VERTEX_PULLING_H_ #include #include #include #include #include "src/transform/transform.h" namespace tint { namespace transform { /// Describes the format of data in a vertex buffer enum class VertexFormat { kVec2U8, kVec4U8, kVec2I8, kVec4I8, kVec2U8Norm, kVec4U8Norm, kVec2I8Norm, kVec4I8Norm, kVec2U16, kVec4U16, kVec2I16, kVec4I16, kVec2U16Norm, kVec4U16Norm, kVec2I16Norm, kVec4I16Norm, kVec2F16, kVec4F16, kF32, kVec2F32, kVec3F32, kVec4F32, kU32, kVec2U32, kVec3U32, kVec4U32, kI32, kVec2I32, kVec3I32, kVec4I32, kLastEntry = kVec4I32 }; /// Describes if a vertex attributes increments with vertex index or instance /// index enum class InputStepMode { 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 uint64_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( uint64_t in_array_stride, InputStepMode 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 uint64_t array_stride = 0u; /// The input step mode used InputStepMode step_mode = InputStepMode::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 decoration. /// 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 : public Transform { public: /// Configuration options for the transform struct Config : 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; /// Runs the transform on `program`, returning the transformation result. /// @param program the source program to transform /// @param data optional extra transform-specific input data /// @returns the transformation result Output Run(const Program* program, const DataMap& data = {}) override; private: Config cfg_; }; } // namespace transform } // namespace tint #endif // SRC_TRANSFORM_VERTEX_PULLING_H_