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This prepares for the addition of IR transforms. Subsequent patches will introduce an ast::transform namespace and refactor the Transform class into a common base class for the two types of transform. Bug: tint:1718 Change-Id: I0088d8356341e861df68df1f4f755ee82757dd2d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132423 Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
142 lines
4.5 KiB
C++
142 lines
4.5 KiB
C++
// Copyright 2021 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_TINT_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_
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#define SRC_TINT_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_
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#include "src/tint/ast/transform/transform.h"
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namespace tint::transform {
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/// CanonicalizeEntryPointIO is a transform used to rewrite shader entry point
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/// interfaces into a form that the generators can handle. Each entry point
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/// function is stripped of all shader IO attributes and wrapped in a function
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/// that provides the shader interface.
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/// The transform config determines whether to use global variables, structures,
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/// or parameters for the shader inputs and outputs, and optionally adds
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/// additional builtins to the shader interface.
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///
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/// Before:
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/// ```
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/// struct Locations{
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/// @location(1) loc1 : f32;
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/// @location(2) loc2 : vec4<u32>;
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/// };
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///
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/// @fragment
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/// fn frag_main(@builtin(position) coord : vec4<f32>,
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/// locations : Locations) -> @location(0) f32 {
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/// if (coord.w > 1.0) {
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/// return 0.0;
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/// }
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/// var col : f32 = (coord.x * locations.loc1);
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/// return col;
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/// }
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/// ```
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///
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/// After (using structures for all parameters):
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/// ```
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/// struct Locations{
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/// loc1 : f32;
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/// loc2 : vec4<u32>;
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/// };
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///
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/// struct frag_main_in {
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/// @builtin(position) coord : vec4<f32>;
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/// @location(1) loc1 : f32;
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/// @location(2) loc2 : vec4<u32>
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/// };
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///
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/// struct frag_main_out {
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/// @location(0) loc0 : f32;
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/// };
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///
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/// fn frag_main_inner(coord : vec4<f32>,
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/// locations : Locations) -> f32 {
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/// if (coord.w > 1.0) {
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/// return 0.0;
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/// }
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/// var col : f32 = (coord.x * locations.loc1);
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/// return col;
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/// }
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///
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/// @fragment
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/// fn frag_main(in : frag_main_in) -> frag_main_out {
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/// let inner_retval = frag_main_inner(in.coord, Locations(in.loc1, in.loc2));
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/// var wrapper_result : frag_main_out;
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/// wrapper_result.loc0 = inner_retval;
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/// return wrapper_result;
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/// }
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/// ```
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///
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/// @note Depends on the following transforms to have been run first:
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/// * Unshadow
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class CanonicalizeEntryPointIO final : public utils::Castable<CanonicalizeEntryPointIO, Transform> {
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public:
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/// ShaderStyle is an enumerator of different ways to emit shader IO.
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enum class ShaderStyle {
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/// Target SPIR-V (using global variables).
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kSpirv,
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/// Target GLSL (using global variables).
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kGlsl,
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/// Target MSL (using non-struct function parameters for builtins).
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kMsl,
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/// Target HLSL (using structures for all IO).
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kHlsl,
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};
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/// Configuration options for the transform.
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struct Config final : public utils::Castable<Config, Data> {
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/// Constructor
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/// @param style the approach to use for emitting shader IO.
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/// @param sample_mask an optional sample mask to combine with shader masks
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/// @param emit_vertex_point_size `true` to generate a pointsize builtin
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explicit Config(ShaderStyle style,
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uint32_t sample_mask = 0xFFFFFFFF,
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bool emit_vertex_point_size = false);
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/// Copy constructor
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Config(const Config&);
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/// Destructor
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~Config() override;
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/// The approach to use for emitting shader IO.
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const ShaderStyle shader_style;
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/// A fixed sample mask to combine into masks produced by fragment shaders.
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const uint32_t fixed_sample_mask;
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/// Set to `true` to generate a pointsize builtin and have it set to 1.0
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/// from all vertex shaders in the module.
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const bool emit_vertex_point_size;
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};
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/// Constructor
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CanonicalizeEntryPointIO();
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~CanonicalizeEntryPointIO() override;
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/// @copydoc Transform::Apply
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ApplyResult Apply(const Program* program,
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const DataMap& inputs,
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DataMap& outputs) const override;
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private:
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struct State;
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};
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} // namespace tint::transform
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#endif // SRC_TINT_AST_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_
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