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This CL moves the transform folder from src/ast to src/. The transforms operate on the AST, but they aren't part of the AST so I think the top level folder makes more sense. This will possibly cause issues when rolling if the transform is being used. Change-Id: Ibd7c94474168a7a4bdf38321f4e12ad111c80323 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/28941 Commit-Queue: Ryan Harrison <rharrison@chromium.org> Reviewed-by: Ryan Harrison <rharrison@chromium.org>
278 lines
9.4 KiB
C++
278 lines
9.4 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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#ifndef SRC_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_
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#define SRC_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_
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#include "src/ast/expression.h"
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#include "src/ast/function.h"
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#include "src/ast/module.h"
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#include "src/ast/statement.h"
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#include "src/ast/variable.h"
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#include "src/context.h"
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace tint {
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namespace transform {
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/// Describes the format of data in a vertex buffer
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enum class VertexFormat {
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kVec2U8,
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kVec4U8,
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kVec2I8,
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kVec4I8,
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kVec2U8Norm,
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kVec4U8Norm,
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kVec2I8Norm,
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kVec4I8Norm,
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kVec2U16,
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kVec4U16,
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kVec2I16,
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kVec4I16,
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kVec2U16Norm,
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kVec4U16Norm,
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kVec2I16Norm,
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kVec4I16Norm,
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kVec2F16,
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kVec4F16,
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kF32,
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kVec2F32,
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kVec3F32,
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kVec4F32,
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kU32,
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kVec2U32,
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kVec3U32,
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kVec4U32,
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kI32,
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kVec2I32,
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kVec3I32,
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kVec4I32
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};
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/// Describes if a vertex attribtes increments with vertex index or instance
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/// index
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enum class InputStepMode { kVertex, kInstance };
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/// Describes a vertex attribute within a buffer
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struct VertexAttributeDescriptor {
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/// The format of the attribute
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VertexFormat format;
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/// The byte offset of the attribute in the buffer
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uint64_t offset;
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/// The shader location used for the attribute
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uint32_t shader_location;
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};
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/// Describes a buffer containing multiple vertex attributes
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struct VertexBufferLayoutDescriptor {
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/// Constructor
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VertexBufferLayoutDescriptor();
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/// Constructor
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/// @param in_array_stride the array stride of the in buffer
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/// @param in_step_mode the step mode of the in buffer
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/// @param in_attributes the in attributes
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VertexBufferLayoutDescriptor(
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uint64_t in_array_stride,
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InputStepMode in_step_mode,
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std::vector<VertexAttributeDescriptor> in_attributes);
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/// Copy constructor
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/// @param other the struct to copy
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VertexBufferLayoutDescriptor(const VertexBufferLayoutDescriptor& other);
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~VertexBufferLayoutDescriptor();
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/// The array stride used in the in buffer
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uint64_t array_stride = 0u;
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/// The input step mode used
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InputStepMode step_mode = InputStepMode::kVertex;
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/// The vertex attributes
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std::vector<VertexAttributeDescriptor> attributes;
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};
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/// Describes vertex state, which consists of many buffers containing vertex
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/// attributes
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struct VertexStateDescriptor {
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/// Constructor
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VertexStateDescriptor();
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/// Constructor
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/// @param in_vertex_buffers the vertex buffers
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VertexStateDescriptor(
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std::vector<VertexBufferLayoutDescriptor> in_vertex_buffers);
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/// Copy constructor
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/// @param other the struct to copy
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VertexStateDescriptor(const VertexStateDescriptor& other);
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~VertexStateDescriptor();
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/// The vertex buffers
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std::vector<VertexBufferLayoutDescriptor> vertex_buffers;
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};
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/// Converts a module to use vertex pulling
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///
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/// Variables which accept vertex input are var<in> with a location decoration.
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/// This transform will convert those to be assigned from storage buffers
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/// instead. The intention is to allow vertex input to rely on a storage buffer
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/// clamping pass for out of bounds reads. We bind the storage buffers as arrays
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/// of u32, so any read to byte position |p| will actually need to read position
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/// |p / 4|, since sizeof(u32) == 4.
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///
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/// |VertexFormat| represents the input type of the attribute. This isn't
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/// related to the type of the variable in the shader. For example,
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/// `VertexFormat::kVec2F16` tells us that the buffer will contain f16 elements,
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/// to be read as vec2. In the shader, a user would make a vec2<f32> to be able
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/// to use them. The conversion between f16 and f32 will need to be handled by
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/// us (using unpack functions).
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///
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/// To be clear, there won't be types such as f16 or u8 anywhere in WGSL code,
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/// but these are types that the data may arrive as. We need to convert these
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/// smaller types into the base types such as f32 and u32 for the shader to use.
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class VertexPullingTransform {
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public:
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/// Constructor
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/// @param ctx the tint context
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/// @param mod the module to convert to vertex pulling
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VertexPullingTransform(Context* ctx, ast::Module* mod);
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~VertexPullingTransform();
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/// Sets the vertex state descriptor, containing info about attributes
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/// @param vertex_state the vertex state descriptor
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void SetVertexState(std::unique_ptr<VertexStateDescriptor> vertex_state);
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/// Sets the entry point to add assignments into
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/// @param entry_point the vertex stage entry point
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void SetEntryPoint(std::string entry_point);
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/// Sets the "set" we will put all our vertex buffers into (as storage
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/// buffers)
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/// @param number the set number we will use
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void SetPullingBufferBindingSet(uint32_t number);
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/// @returns true if the transformation was successful
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bool Run();
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/// @returns error messages
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const std::string& GetError() { return error_; }
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private:
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void SetError(const std::string& error);
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/// Generate the vertex buffer binding name
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/// @param index index to append to buffer name
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std::string GetVertexBufferName(uint32_t index);
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/// Inserts vertex_idx binding, or finds the existing one
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void FindOrInsertVertexIndexIfUsed();
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/// Inserts instance_idx binding, or finds the existing one
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void FindOrInsertInstanceIndexIfUsed();
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/// Converts var<in> with a location decoration to var<private>
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void ConvertVertexInputVariablesToPrivate();
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/// Adds storage buffer decorated variables for the vertex buffers
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void AddVertexStorageBuffers();
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/// Adds assignment to the variables from the buffers
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void AddVertexPullingPreamble(ast::Function* vertex_func);
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/// Generates an expression holding a constant uint
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/// @param value uint value
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std::unique_ptr<ast::Expression> GenUint(uint32_t value);
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/// Generates an expression to read the shader value |kPullingPosVarName|
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std::unique_ptr<ast::Expression> CreatePullingPositionIdent();
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/// Generates an expression reading from a buffer a specific format.
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/// This reads the value wherever |kPullingPosVarName| points to at the time
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/// of the read.
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/// @param buffer the index of the vertex buffer
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/// @param format the format to read
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std::unique_ptr<ast::Expression> AccessByFormat(uint32_t buffer,
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VertexFormat format);
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/// Generates an expression reading a uint32 from a vertex buffer
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/// @param buffer the index of the vertex buffer
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/// @param pos an expression for the position of the access, in bytes
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std::unique_ptr<ast::Expression> AccessU32(
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uint32_t buffer,
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std::unique_ptr<ast::Expression> pos);
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/// Generates an expression reading an int32 from a vertex buffer
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/// @param buffer the index of the vertex buffer
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/// @param pos an expression for the position of the access, in bytes
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std::unique_ptr<ast::Expression> AccessI32(
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uint32_t buffer,
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std::unique_ptr<ast::Expression> pos);
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/// Generates an expression reading a float from a vertex buffer
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/// @param buffer the index of the vertex buffer
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/// @param pos an expression for the position of the access, in bytes
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std::unique_ptr<ast::Expression> AccessF32(
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uint32_t buffer,
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std::unique_ptr<ast::Expression> pos);
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/// Generates an expression reading a basic type (u32, i32, f32) from a vertex
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/// buffer
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/// @param buffer the index of the vertex buffer
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/// @param pos an expression for the position of the access, in bytes
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/// @param format the underlying vertex format
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std::unique_ptr<ast::Expression> AccessPrimitive(
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uint32_t buffer,
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std::unique_ptr<ast::Expression> pos,
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VertexFormat format);
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/// Generates an expression reading a vec2/3/4 from a vertex buffer.
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/// This reads the value wherever |kPullingPosVarName| points to at the time
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/// of the read.
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/// @param buffer the index of the vertex buffer
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/// @param element_stride stride between elements, in bytes
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/// @param base_type underlying AST type
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/// @param base_format underlying vertex format
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/// @param count how many elements the vector has
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std::unique_ptr<ast::Expression> AccessVec(uint32_t buffer,
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uint32_t element_stride,
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ast::type::Type* base_type,
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VertexFormat base_format,
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uint32_t count);
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// Used to grab corresponding types from the type manager
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ast::type::Type* GetU32Type();
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ast::type::Type* GetI32Type();
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ast::type::Type* GetF32Type();
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Context* ctx_ = nullptr;
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ast::Module* mod_ = nullptr;
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std::string entry_point_name_;
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std::string error_;
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std::string vertex_index_name_;
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std::string instance_index_name_;
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// Default to 4 as it is past the limits of user-accessible sets
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uint32_t pulling_set_ = 4u;
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std::unordered_map<uint32_t, ast::Variable*> location_to_var_;
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std::unique_ptr<VertexStateDescriptor> vertex_state_;
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};
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} // namespace transform
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} // namespace tint
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#endif // SRC_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_
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