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And remove a whole load of const_cast hackery. Semantic nodes may contain internally mutable fields (although only ever modified during resolving), so these are always passed by `const` pointer. While all AST nodes are internally immutable, we have decided that pointers to AST nodes should also be marked `const`, for consistency. There's still a collection of const_cast calls in the Resolver. These will be fixed up in a later change. Bug: tint:745 Change-Id: I046309b8e586772605fc0fe6b2d27f28806d40ef Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/66606 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org> Reviewed-by: David Neto <dneto@google.com>
133 lines
4.6 KiB
C++
133 lines
4.6 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_TRANSFORM_FIRST_INDEX_OFFSET_H_
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#define SRC_TRANSFORM_FIRST_INDEX_OFFSET_H_
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#include "src/transform/transform.h"
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namespace tint {
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namespace 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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/// [[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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/// After:
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/// [[block]]
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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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class FirstIndexOffset : public 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 : public 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 : public Castable<Data, transform::Data> {
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/// Constructor
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/// @param has_vtx_index True if the shader uses vertex_index
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/// @param has_inst_index True if the shader uses instance_index
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/// @param first_vtx_offset Offset of first vertex into constant buffer
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/// @param first_inst_offset Offset of first instance into constant buffer
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Data(bool has_vtx_index,
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bool has_inst_index,
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uint32_t first_vtx_offset,
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uint32_t first_inst_offset);
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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_index;
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/// True if the shader uses instance_index
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const bool has_instance_index;
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/// Offset of first vertex into constant buffer
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const uint32_t first_vertex_offset;
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/// Offset of first instance into constant buffer
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const uint32_t first_instance_offset;
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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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protected:
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/// Runs the transform using the CloneContext built for transforming a
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/// program. Run() is responsible for calling Clone() on the CloneContext.
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/// @param ctx the CloneContext primed with the input program and
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/// ProgramBuilder
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/// @param inputs optional extra transform-specific input data
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/// @param outputs optional extra transform-specific output data
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void Run(CloneContext& ctx, const DataMap& inputs, DataMap& outputs) 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 transform
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} // namespace tint
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#endif // SRC_TRANSFORM_FIRST_INDEX_OFFSET_H_
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