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Add a 'NodeID' to each ast::Node which is the sequentially allocated index of the node. Use this in sem::Info to map the AST node to the semantic node, instead of using a std::unordered_map. Optimised very hot code by entirely eliminating map lookups, and dramatically reducing cache misses (lookups are usually sequentually ordered). Timings running 'webgpu:shader,execution,expression,call,builtin,atan2:f32:inputSource="const";vectorize="_undef_"' with dawn/node, using SwiftShader: Without change: 3.22647107s With change: 3.10578879s Bug: tint:1613 Change-Id: I22ec48d933b2e5f9da04494bff4e979e6f7b1982 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96140 Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
// Copyright 2020 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "src/tint/ast/texture.h"
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TINT_INSTANTIATE_TYPEINFO(tint::ast::Texture);
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namespace tint::ast {
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std::ostream& operator<<(std::ostream& out, TextureDimension dim) {
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switch (dim) {
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case TextureDimension::kNone:
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out << "None";
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break;
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case TextureDimension::k1d:
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out << "1d";
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break;
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case TextureDimension::k2d:
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out << "2d";
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break;
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case TextureDimension::k2dArray:
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out << "2d_array";
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break;
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case TextureDimension::k3d:
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out << "3d";
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break;
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case TextureDimension::kCube:
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out << "cube";
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break;
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case TextureDimension::kCubeArray:
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out << "cube_array";
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break;
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}
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return out;
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}
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bool IsTextureArray(TextureDimension dim) {
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switch (dim) {
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case TextureDimension::k2dArray:
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case TextureDimension::kCubeArray:
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return true;
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case TextureDimension::k2d:
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case TextureDimension::kNone:
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case TextureDimension::k1d:
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case TextureDimension::k3d:
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case TextureDimension::kCube:
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return false;
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}
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return false;
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}
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int NumCoordinateAxes(TextureDimension dim) {
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switch (dim) {
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case TextureDimension::kNone:
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return 0;
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case TextureDimension::k1d:
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return 1;
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case TextureDimension::k2d:
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case TextureDimension::k2dArray:
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return 2;
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case TextureDimension::k3d:
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case TextureDimension::kCube:
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case TextureDimension::kCubeArray:
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return 3;
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}
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return 0;
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}
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Texture::Texture(ProgramID pid, NodeID nid, const Source& src, TextureDimension d)
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: Base(pid, nid, src), dim(d) {}
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Texture::Texture(Texture&&) = default;
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Texture::~Texture() = default;
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} // namespace tint::ast
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