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Refactors the existing general reflection code to either use Tint or SPIRV-Cross, depending on the backend being used and provided flags. Tint is used when UseTintGenerator is enabled, otherwise SPIRV-Cross is used. For OpenGL, when Tint is used, additional reflection is performed using SPIRV-Cross to support GLSL generation. There still exists backend specific reflection that needs to be implemented in Tint for the complete removal of SPIRV-Cross for non-OpenGL when UseTintGenerator is enabled. BUG=dawn:743 Change-Id: Ie77afa83a2c960b3c87a3419997a16f8392991fd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46480 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Ryan Harrison <rharrison@chromium.org>
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
// Copyright 2017 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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#ifndef DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
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#define DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
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#include "dawn_native/ShaderModule.h"
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#include "dawn_native/opengl/opengl_platform.h"
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namespace dawn_native { namespace opengl {
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class Device;
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class PipelineLayout;
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std::string GetBindingName(BindGroupIndex group, BindingNumber bindingNumber);
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struct BindingLocation {
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BindGroupIndex group;
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BindingNumber binding;
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};
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bool operator<(const BindingLocation& a, const BindingLocation& b);
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struct CombinedSampler {
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BindingLocation samplerLocation;
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BindingLocation textureLocation;
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// OpenGL requires a sampler with texelFetch. If this is true, the developer did not provide
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// one and Dawn should bind a dummy non-filtering sampler. |samplerLocation| is unused.
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bool useDummySampler;
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std::string GetName() const;
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};
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bool operator<(const CombinedSampler& a, const CombinedSampler& b);
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using CombinedSamplerInfo = std::vector<CombinedSampler>;
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class ShaderModule final : public ShaderModuleBase {
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public:
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static ResultOrError<Ref<ShaderModule>> Create(Device* device,
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const ShaderModuleDescriptor* descriptor,
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ShaderModuleParseResult* parseResult);
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std::string TranslateToGLSL(const char* entryPointName,
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SingleShaderStage stage,
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CombinedSamplerInfo* combinedSamplers,
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const PipelineLayout* layout,
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bool* needsDummySampler) const;
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private:
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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~ShaderModule() override = default;
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MaybeError Initialize(ShaderModuleParseResult* parseResult);
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std::vector<uint32_t> mGLSpirv;
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EntryPointMetadataTable mGLEntryPoints;
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};
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}} // namespace dawn_native::opengl
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#endif // DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
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