dawn-cmake/src/dawn_native/SpirvUtils.cpp
Brandon Jones 3af532b8a8 Update BindingInfo to reflect new BindGroupLayoutEntry structure
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>
2020-12-21 20:14:26 +00:00

166 lines
6.5 KiB
C++

// Copyright 2020 The Dawn 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.
#include "dawn_native/SpirvUtils.h"
namespace dawn_native {
spv::ExecutionModel ShaderStageToExecutionModel(SingleShaderStage stage) {
switch (stage) {
case SingleShaderStage::Vertex:
return spv::ExecutionModelVertex;
case SingleShaderStage::Fragment:
return spv::ExecutionModelFragment;
case SingleShaderStage::Compute:
return spv::ExecutionModelGLCompute;
}
}
SingleShaderStage ExecutionModelToShaderStage(spv::ExecutionModel model) {
switch (model) {
case spv::ExecutionModelVertex:
return SingleShaderStage::Vertex;
case spv::ExecutionModelFragment:
return SingleShaderStage::Fragment;
case spv::ExecutionModelGLCompute:
return SingleShaderStage::Compute;
default:
UNREACHABLE();
}
}
wgpu::TextureViewDimension SpirvDimToTextureViewDimension(spv::Dim dim, bool arrayed) {
switch (dim) {
case spv::Dim::Dim1D:
return wgpu::TextureViewDimension::e1D;
case spv::Dim::Dim2D:
if (arrayed) {
return wgpu::TextureViewDimension::e2DArray;
} else {
return wgpu::TextureViewDimension::e2D;
}
case spv::Dim::Dim3D:
return wgpu::TextureViewDimension::e3D;
case spv::Dim::DimCube:
if (arrayed) {
return wgpu::TextureViewDimension::CubeArray;
} else {
return wgpu::TextureViewDimension::Cube;
}
default:
UNREACHABLE();
}
}
wgpu::TextureFormat SpirvImageFormatToTextureFormat(spv::ImageFormat format) {
switch (format) {
case spv::ImageFormatR8:
return wgpu::TextureFormat::R8Unorm;
case spv::ImageFormatR8Snorm:
return wgpu::TextureFormat::R8Snorm;
case spv::ImageFormatR8ui:
return wgpu::TextureFormat::R8Uint;
case spv::ImageFormatR8i:
return wgpu::TextureFormat::R8Sint;
case spv::ImageFormatR16ui:
return wgpu::TextureFormat::R16Uint;
case spv::ImageFormatR16i:
return wgpu::TextureFormat::R16Sint;
case spv::ImageFormatR16f:
return wgpu::TextureFormat::R16Float;
case spv::ImageFormatRg8:
return wgpu::TextureFormat::RG8Unorm;
case spv::ImageFormatRg8Snorm:
return wgpu::TextureFormat::RG8Snorm;
case spv::ImageFormatRg8ui:
return wgpu::TextureFormat::RG8Uint;
case spv::ImageFormatRg8i:
return wgpu::TextureFormat::RG8Sint;
case spv::ImageFormatR32f:
return wgpu::TextureFormat::R32Float;
case spv::ImageFormatR32ui:
return wgpu::TextureFormat::R32Uint;
case spv::ImageFormatR32i:
return wgpu::TextureFormat::R32Sint;
case spv::ImageFormatRg16ui:
return wgpu::TextureFormat::RG16Uint;
case spv::ImageFormatRg16i:
return wgpu::TextureFormat::RG16Sint;
case spv::ImageFormatRg16f:
return wgpu::TextureFormat::RG16Float;
case spv::ImageFormatRgba8:
return wgpu::TextureFormat::RGBA8Unorm;
case spv::ImageFormatRgba8Snorm:
return wgpu::TextureFormat::RGBA8Snorm;
case spv::ImageFormatRgba8ui:
return wgpu::TextureFormat::RGBA8Uint;
case spv::ImageFormatRgba8i:
return wgpu::TextureFormat::RGBA8Sint;
case spv::ImageFormatRgb10A2:
return wgpu::TextureFormat::RGB10A2Unorm;
case spv::ImageFormatR11fG11fB10f:
return wgpu::TextureFormat::RG11B10Ufloat;
case spv::ImageFormatRg32f:
return wgpu::TextureFormat::RG32Float;
case spv::ImageFormatRg32ui:
return wgpu::TextureFormat::RG32Uint;
case spv::ImageFormatRg32i:
return wgpu::TextureFormat::RG32Sint;
case spv::ImageFormatRgba16ui:
return wgpu::TextureFormat::RGBA16Uint;
case spv::ImageFormatRgba16i:
return wgpu::TextureFormat::RGBA16Sint;
case spv::ImageFormatRgba16f:
return wgpu::TextureFormat::RGBA16Float;
case spv::ImageFormatRgba32f:
return wgpu::TextureFormat::RGBA32Float;
case spv::ImageFormatRgba32ui:
return wgpu::TextureFormat::RGBA32Uint;
case spv::ImageFormatRgba32i:
return wgpu::TextureFormat::RGBA32Sint;
default:
return wgpu::TextureFormat::Undefined;
}
}
wgpu::TextureComponentType SpirvBaseTypeToTextureComponentType(
spirv_cross::SPIRType::BaseType spirvBaseType) {
switch (spirvBaseType) {
case spirv_cross::SPIRType::Float:
return wgpu::TextureComponentType::Float;
case spirv_cross::SPIRType::Int:
return wgpu::TextureComponentType::Sint;
case spirv_cross::SPIRType::UInt:
return wgpu::TextureComponentType::Uint;
default:
UNREACHABLE();
}
}
wgpu::TextureSampleType SpirvBaseTypeToTextureSampleType(
spirv_cross::SPIRType::BaseType spirvBaseType) {
switch (spirvBaseType) {
case spirv_cross::SPIRType::Float:
return wgpu::TextureSampleType::Float;
case spirv_cross::SPIRType::Int:
return wgpu::TextureSampleType::Sint;
case spirv_cross::SPIRType::UInt:
return wgpu::TextureSampleType::Uint;
default:
UNREACHABLE();
}
}
} // namespace dawn_native