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The Castable class is used by utils/. This Cl moves the implementation into the utils/ folder. The `Is` and `As` methods are added into the `tint` namespace to make usage shorter. Change-Id: I0decedb92ebed01b6aa12d2e3efa7190742e9a33 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/127402 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
119 lines
3.9 KiB
C++
119 lines
3.9 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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#ifndef SRC_TINT_TRANSFORM_FIRST_INDEX_OFFSET_H_
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#define SRC_TINT_TRANSFORM_FIRST_INDEX_OFFSET_H_
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#include "src/tint/transform/transform.h"
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namespace tint::transform {
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/// Adds firstVertex/Instance (injected via root constants) to
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/// vertex/instance index builtins.
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///
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/// This transform assumes that Name transform has been run before.
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///
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/// Unlike other APIs, D3D always starts vertex and instance numbering at 0,
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/// regardless of the firstVertex/Instance value specified. This transformer
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/// adds the value of firstVertex/Instance to each builtin. This action is
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/// performed by adding a new constant equal to original builtin +
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/// firstVertex/Instance to each function that references one of these builtins.
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///
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/// Note that D3D does not have any semantics for firstVertex/Instance.
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/// Therefore, these values must by passed to the shader.
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///
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/// Before:
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/// ```
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/// @builtin(vertex_index) var<in> vert_idx : u32;
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/// fn func() -> u32 {
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/// return vert_idx;
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/// }
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/// ```
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///
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/// After:
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/// ```
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/// struct TintFirstIndexOffsetData {
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/// tint_first_vertex_index : u32;
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/// tint_first_instance_index : u32;
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/// };
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/// @builtin(vertex_index) var<in> tint_first_index_offset_vert_idx : u32;
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/// @binding(N) @group(M) var<uniform> tint_first_index_data :
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/// TintFirstIndexOffsetData;
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/// fn func() -> u32 {
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/// const vert_idx = (tint_first_index_offset_vert_idx +
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/// tint_first_index_data.tint_first_vertex_index);
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/// return vert_idx;
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/// }
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/// ```
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///
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class FirstIndexOffset final : public utils::Castable<FirstIndexOffset, Transform> {
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public:
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/// BindingPoint is consumed by the FirstIndexOffset transform.
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/// BindingPoint specifies the binding point of the first index uniform
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/// buffer.
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struct BindingPoint final : public utils::Castable<BindingPoint, transform::Data> {
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/// Constructor
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BindingPoint();
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/// Constructor
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/// @param b the binding index
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/// @param g the binding group
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BindingPoint(uint32_t b, uint32_t g);
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/// Destructor
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~BindingPoint() override;
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/// `@binding()` for the first vertex / first instance uniform buffer
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uint32_t binding = 0;
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/// `@group()` for the first vertex / first instance uniform buffer
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uint32_t group = 0;
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};
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/// Data is outputted by the FirstIndexOffset transform.
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/// Data holds information about shader usage and constant buffer offsets.
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struct Data final : public utils::Castable<Data, transform::Data> {
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/// Constructor
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/// @param has_vtx_or_inst_index True if the shader uses vertex_index or
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/// instance_index
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explicit Data(bool has_vtx_or_inst_index);
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/// Copy constructor
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Data(const Data&);
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/// Destructor
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~Data() override;
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/// True if the shader uses vertex_index
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const bool has_vertex_or_instance_index;
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};
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/// Constructor
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FirstIndexOffset();
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/// Destructor
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~FirstIndexOffset() override;
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/// @copydoc Transform::Apply
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ApplyResult Apply(const Program* program,
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const DataMap& inputs,
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DataMap& outputs) const override;
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private:
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uint32_t binding_ = 0;
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uint32_t group_ = 0;
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};
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} // namespace tint::transform
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#endif // SRC_TINT_TRANSFORM_FIRST_INDEX_OFFSET_H_
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