// Copyright 2021 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_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_ #define SRC_TINT_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_ #include "src/tint/ast/transform/transform.h" namespace tint::transform { /// CanonicalizeEntryPointIO is a transform used to rewrite shader entry point /// interfaces into a form that the generators can handle. Each entry point /// function is stripped of all shader IO attributes and wrapped in a function /// that provides the shader interface. /// The transform config determines whether to use global variables, structures, /// or parameters for the shader inputs and outputs, and optionally adds /// additional builtins to the shader interface. /// /// Before: /// ``` /// struct Locations{ /// @location(1) loc1 : f32; /// @location(2) loc2 : vec4; /// }; /// /// @fragment /// fn frag_main(@builtin(position) coord : vec4, /// locations : Locations) -> @location(0) f32 { /// if (coord.w > 1.0) { /// return 0.0; /// } /// var col : f32 = (coord.x * locations.loc1); /// return col; /// } /// ``` /// /// After (using structures for all parameters): /// ``` /// struct Locations{ /// loc1 : f32; /// loc2 : vec4; /// }; /// /// struct frag_main_in { /// @builtin(position) coord : vec4; /// @location(1) loc1 : f32; /// @location(2) loc2 : vec4 /// }; /// /// struct frag_main_out { /// @location(0) loc0 : f32; /// }; /// /// fn frag_main_inner(coord : vec4, /// locations : Locations) -> f32 { /// if (coord.w > 1.0) { /// return 0.0; /// } /// var col : f32 = (coord.x * locations.loc1); /// return col; /// } /// /// @fragment /// fn frag_main(in : frag_main_in) -> frag_main_out { /// let inner_retval = frag_main_inner(in.coord, Locations(in.loc1, in.loc2)); /// var wrapper_result : frag_main_out; /// wrapper_result.loc0 = inner_retval; /// return wrapper_result; /// } /// ``` /// /// @note Depends on the following transforms to have been run first: /// * Unshadow class CanonicalizeEntryPointIO final : public utils::Castable { public: /// ShaderStyle is an enumerator of different ways to emit shader IO. enum class ShaderStyle { /// Target SPIR-V (using global variables). kSpirv, /// Target GLSL (using global variables). kGlsl, /// Target MSL (using non-struct function parameters for builtins). kMsl, /// Target HLSL (using structures for all IO). kHlsl, }; /// Configuration options for the transform. struct Config final : public utils::Castable { /// Constructor /// @param style the approach to use for emitting shader IO. /// @param sample_mask an optional sample mask to combine with shader masks /// @param emit_vertex_point_size `true` to generate a pointsize builtin explicit Config(ShaderStyle style, uint32_t sample_mask = 0xFFFFFFFF, bool emit_vertex_point_size = false); /// Copy constructor Config(const Config&); /// Destructor ~Config() override; /// The approach to use for emitting shader IO. const ShaderStyle shader_style; /// A fixed sample mask to combine into masks produced by fragment shaders. const uint32_t fixed_sample_mask; /// Set to `true` to generate a pointsize builtin and have it set to 1.0 /// from all vertex shaders in the module. const bool emit_vertex_point_size; }; /// Constructor CanonicalizeEntryPointIO(); ~CanonicalizeEntryPointIO() override; /// @copydoc Transform::Apply ApplyResult Apply(const Program* program, const DataMap& inputs, DataMap& outputs) const override; private: struct State; }; } // namespace tint::transform #endif // SRC_TINT_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_