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Changes the internal BindingInfo structure and any references to it. The BindGroupLayoutEntry information is normalized when converting it into the internal representation, but still accepted as either the old or new layout. A "bindingType" member is added to the BindingInfo that's not present in the BindGroupLayoutEntry itself to indicate which of buffer, sampler, texture, or storageTexture is populated. This proves useful for a myriad of switch statements in the various backends. Bug: dawn:527 Change-Id: I6ae65adae61d0005fc50ed6d1bc2ec9b2a1295ad Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/35862 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Auto-Submit: Brandon Jones <bajones@chromium.org>
166 lines
6.5 KiB
C++
166 lines
6.5 KiB
C++
// Copyright 2020 The Dawn 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 "dawn_native/SpirvUtils.h"
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namespace dawn_native {
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spv::ExecutionModel ShaderStageToExecutionModel(SingleShaderStage stage) {
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switch (stage) {
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case SingleShaderStage::Vertex:
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return spv::ExecutionModelVertex;
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case SingleShaderStage::Fragment:
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return spv::ExecutionModelFragment;
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case SingleShaderStage::Compute:
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return spv::ExecutionModelGLCompute;
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}
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}
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SingleShaderStage ExecutionModelToShaderStage(spv::ExecutionModel model) {
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switch (model) {
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case spv::ExecutionModelVertex:
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return SingleShaderStage::Vertex;
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case spv::ExecutionModelFragment:
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return SingleShaderStage::Fragment;
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case spv::ExecutionModelGLCompute:
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return SingleShaderStage::Compute;
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default:
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UNREACHABLE();
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}
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}
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wgpu::TextureViewDimension SpirvDimToTextureViewDimension(spv::Dim dim, bool arrayed) {
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switch (dim) {
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case spv::Dim::Dim1D:
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return wgpu::TextureViewDimension::e1D;
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case spv::Dim::Dim2D:
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if (arrayed) {
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return wgpu::TextureViewDimension::e2DArray;
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} else {
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return wgpu::TextureViewDimension::e2D;
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}
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case spv::Dim::Dim3D:
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return wgpu::TextureViewDimension::e3D;
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case spv::Dim::DimCube:
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if (arrayed) {
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return wgpu::TextureViewDimension::CubeArray;
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} else {
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return wgpu::TextureViewDimension::Cube;
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}
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default:
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UNREACHABLE();
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}
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}
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wgpu::TextureFormat SpirvImageFormatToTextureFormat(spv::ImageFormat format) {
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switch (format) {
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case spv::ImageFormatR8:
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return wgpu::TextureFormat::R8Unorm;
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case spv::ImageFormatR8Snorm:
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return wgpu::TextureFormat::R8Snorm;
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case spv::ImageFormatR8ui:
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return wgpu::TextureFormat::R8Uint;
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case spv::ImageFormatR8i:
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return wgpu::TextureFormat::R8Sint;
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case spv::ImageFormatR16ui:
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return wgpu::TextureFormat::R16Uint;
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case spv::ImageFormatR16i:
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return wgpu::TextureFormat::R16Sint;
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case spv::ImageFormatR16f:
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return wgpu::TextureFormat::R16Float;
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case spv::ImageFormatRg8:
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return wgpu::TextureFormat::RG8Unorm;
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case spv::ImageFormatRg8Snorm:
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return wgpu::TextureFormat::RG8Snorm;
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case spv::ImageFormatRg8ui:
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return wgpu::TextureFormat::RG8Uint;
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case spv::ImageFormatRg8i:
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return wgpu::TextureFormat::RG8Sint;
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case spv::ImageFormatR32f:
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return wgpu::TextureFormat::R32Float;
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case spv::ImageFormatR32ui:
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return wgpu::TextureFormat::R32Uint;
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case spv::ImageFormatR32i:
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return wgpu::TextureFormat::R32Sint;
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case spv::ImageFormatRg16ui:
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return wgpu::TextureFormat::RG16Uint;
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case spv::ImageFormatRg16i:
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return wgpu::TextureFormat::RG16Sint;
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case spv::ImageFormatRg16f:
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return wgpu::TextureFormat::RG16Float;
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case spv::ImageFormatRgba8:
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return wgpu::TextureFormat::RGBA8Unorm;
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case spv::ImageFormatRgba8Snorm:
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return wgpu::TextureFormat::RGBA8Snorm;
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case spv::ImageFormatRgba8ui:
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return wgpu::TextureFormat::RGBA8Uint;
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case spv::ImageFormatRgba8i:
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return wgpu::TextureFormat::RGBA8Sint;
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case spv::ImageFormatRgb10A2:
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return wgpu::TextureFormat::RGB10A2Unorm;
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case spv::ImageFormatR11fG11fB10f:
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return wgpu::TextureFormat::RG11B10Ufloat;
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case spv::ImageFormatRg32f:
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return wgpu::TextureFormat::RG32Float;
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case spv::ImageFormatRg32ui:
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return wgpu::TextureFormat::RG32Uint;
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case spv::ImageFormatRg32i:
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return wgpu::TextureFormat::RG32Sint;
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case spv::ImageFormatRgba16ui:
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return wgpu::TextureFormat::RGBA16Uint;
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case spv::ImageFormatRgba16i:
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return wgpu::TextureFormat::RGBA16Sint;
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case spv::ImageFormatRgba16f:
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return wgpu::TextureFormat::RGBA16Float;
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case spv::ImageFormatRgba32f:
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return wgpu::TextureFormat::RGBA32Float;
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case spv::ImageFormatRgba32ui:
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return wgpu::TextureFormat::RGBA32Uint;
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case spv::ImageFormatRgba32i:
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return wgpu::TextureFormat::RGBA32Sint;
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default:
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return wgpu::TextureFormat::Undefined;
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}
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}
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wgpu::TextureComponentType SpirvBaseTypeToTextureComponentType(
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spirv_cross::SPIRType::BaseType spirvBaseType) {
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switch (spirvBaseType) {
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case spirv_cross::SPIRType::Float:
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return wgpu::TextureComponentType::Float;
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case spirv_cross::SPIRType::Int:
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return wgpu::TextureComponentType::Sint;
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case spirv_cross::SPIRType::UInt:
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return wgpu::TextureComponentType::Uint;
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default:
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UNREACHABLE();
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}
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}
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wgpu::TextureSampleType SpirvBaseTypeToTextureSampleType(
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spirv_cross::SPIRType::BaseType spirvBaseType) {
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switch (spirvBaseType) {
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case spirv_cross::SPIRType::Float:
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return wgpu::TextureSampleType::Float;
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case spirv_cross::SPIRType::Int:
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return wgpu::TextureSampleType::Sint;
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case spirv_cross::SPIRType::UInt:
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return wgpu::TextureSampleType::Uint;
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default:
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UNREACHABLE();
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}
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}
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} // namespace dawn_native
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