497 lines
19 KiB
C++
497 lines
19 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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#include "src/transform/vertex_pulling.h"
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#include <utility>
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#include "src/ast/array_accessor_expression.h"
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#include "src/ast/assignment_statement.h"
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#include "src/ast/binary_expression.h"
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#include "src/ast/bitcast_expression.h"
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#include "src/ast/member_accessor_expression.h"
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#include "src/ast/scalar_constructor_expression.h"
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#include "src/ast/stride_decoration.h"
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#include "src/ast/struct.h"
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#include "src/ast/struct_block_decoration.h"
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#include "src/ast/struct_decoration.h"
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#include "src/ast/struct_member.h"
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#include "src/ast/struct_member_offset_decoration.h"
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#include "src/ast/type/array_type.h"
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#include "src/ast/type/f32_type.h"
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#include "src/ast/type/i32_type.h"
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#include "src/ast/type/struct_type.h"
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#include "src/ast/type/u32_type.h"
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#include "src/ast/type/vector_type.h"
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#include "src/ast/type_constructor_expression.h"
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#include "src/ast/uint_literal.h"
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#include "src/ast/variable.h"
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#include "src/ast/variable_decl_statement.h"
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namespace tint {
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namespace transform {
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namespace {
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static const char kVertexBufferNamePrefix[] = "_tint_pulling_vertex_buffer_";
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static const char kStructBufferName[] = "_tint_vertex_data";
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static const char kStructName[] = "TintVertexData";
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static const char kPullingPosVarName[] = "_tint_pulling_pos";
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static const char kDefaultVertexIndexName[] = "_tint_pulling_vertex_index";
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static const char kDefaultInstanceIndexName[] = "_tint_pulling_instance_index";
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} // namespace
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VertexPulling::VertexPulling() = default;
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VertexPulling::~VertexPulling() = default;
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void VertexPulling::SetVertexState(const VertexStateDescriptor& vertex_state) {
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cfg.vertex_state = vertex_state;
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cfg.vertex_state_set = true;
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}
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void VertexPulling::SetEntryPoint(std::string entry_point) {
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cfg.entry_point_name = std::move(entry_point);
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}
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void VertexPulling::SetPullingBufferBindingSet(uint32_t number) {
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cfg.pulling_set = number;
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}
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Transform::Output VertexPulling::Run(ast::Module* in) {
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Output out;
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out.module = in->Clone();
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ast::Module* mod = &out.module;
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// Check SetVertexState was called
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if (!cfg.vertex_state_set) {
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diag::Diagnostic err;
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err.severity = diag::Severity::Error;
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err.message = "SetVertexState not called";
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out.diagnostics.add(std::move(err));
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return out;
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}
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// Find entry point
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auto* func = mod->FindFunctionBySymbolAndStage(
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mod->GetSymbol(cfg.entry_point_name), ast::PipelineStage::kVertex);
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if (func == nullptr) {
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diag::Diagnostic err;
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err.severity = diag::Severity::Error;
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err.message = "Vertex stage entry point not found";
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out.diagnostics.add(std::move(err));
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return out;
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}
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// TODO(idanr): Need to check shader locations in descriptor cover all
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// attributes
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// TODO(idanr): Make sure we covered all error cases, to guarantee the
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// following stages will pass
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State state{mod, cfg};
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state.FindOrInsertVertexIndexIfUsed();
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state.FindOrInsertInstanceIndexIfUsed();
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state.ConvertVertexInputVariablesToPrivate();
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state.AddVertexStorageBuffers();
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state.AddVertexPullingPreamble(func);
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return out;
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}
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VertexPulling::Config::Config() = default;
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VertexPulling::Config::Config(const Config&) = default;
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VertexPulling::Config::~Config() = default;
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VertexPulling::State::State(ast::Module* m, const Config& c) : mod(m), cfg(c) {}
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VertexPulling::State::~State() = default;
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std::string VertexPulling::State::GetVertexBufferName(uint32_t index) {
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return kVertexBufferNamePrefix + std::to_string(index);
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}
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void VertexPulling::State::FindOrInsertVertexIndexIfUsed() {
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bool uses_vertex_step_mode = false;
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for (const VertexBufferLayoutDescriptor& buffer_layout : cfg.vertex_state) {
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if (buffer_layout.step_mode == InputStepMode::kVertex) {
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uses_vertex_step_mode = true;
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break;
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}
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}
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if (!uses_vertex_step_mode) {
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return;
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}
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// Look for an existing vertex index builtin
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for (auto* v : mod->global_variables()) {
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if (v->storage_class() != ast::StorageClass::kInput) {
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continue;
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}
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for (auto* d : v->decorations()) {
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if (auto* builtin = d->As<ast::BuiltinDecoration>()) {
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if (builtin->value() == ast::Builtin::kVertexIdx) {
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vertex_index_name = v->name();
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return;
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}
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}
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}
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}
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// We didn't find a vertex index builtin, so create one
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vertex_index_name = kDefaultVertexIndexName;
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auto* var =
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mod->create<ast::Variable>(Source{}, // source
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vertex_index_name, // name
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ast::StorageClass::kInput, // storage_class
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GetI32Type(), // type
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false, // is_const
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nullptr, // constructor
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ast::VariableDecorationList{
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// decorations
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mod->create<ast::BuiltinDecoration>(
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ast::Builtin::kVertexIdx, Source{}),
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});
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mod->AddGlobalVariable(var);
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}
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void VertexPulling::State::FindOrInsertInstanceIndexIfUsed() {
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bool uses_instance_step_mode = false;
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for (const VertexBufferLayoutDescriptor& buffer_layout : cfg.vertex_state) {
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if (buffer_layout.step_mode == InputStepMode::kInstance) {
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uses_instance_step_mode = true;
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break;
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}
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}
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if (!uses_instance_step_mode) {
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return;
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}
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// Look for an existing instance index builtin
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for (auto* v : mod->global_variables()) {
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if (v->storage_class() != ast::StorageClass::kInput) {
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continue;
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}
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for (auto* d : v->decorations()) {
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if (auto* builtin = d->As<ast::BuiltinDecoration>()) {
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if (builtin->value() == ast::Builtin::kInstanceIdx) {
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instance_index_name = v->name();
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return;
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}
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}
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}
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}
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// We didn't find an instance index builtin, so create one
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instance_index_name = kDefaultInstanceIndexName;
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auto* var =
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mod->create<ast::Variable>(Source{}, // source
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instance_index_name, // name
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ast::StorageClass::kInput, // storage_class
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GetI32Type(), // type
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false, // is_const
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nullptr, // constructor
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ast::VariableDecorationList{
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// decorations
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mod->create<ast::BuiltinDecoration>(
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ast::Builtin::kInstanceIdx, Source{}),
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});
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mod->AddGlobalVariable(var);
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}
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void VertexPulling::State::ConvertVertexInputVariablesToPrivate() {
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for (auto*& v : mod->global_variables()) {
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if (v->storage_class() != ast::StorageClass::kInput) {
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continue;
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}
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for (auto* d : v->decorations()) {
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if (auto* l = d->As<ast::LocationDecoration>()) {
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uint32_t location = l->value();
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// This is where the replacement happens. Expressions use identifier
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// strings instead of pointers, so we don't need to update any other
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// place in the AST.
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v = mod->create<ast::Variable>(
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Source{}, // source
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v->name(), // name
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ast::StorageClass::kPrivate, // storage_class
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v->type(), // type
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false, // is_const
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nullptr, // constructor
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ast::VariableDecorationList{}); // decorations
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location_to_var[location] = v;
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break;
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}
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}
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}
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}
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void VertexPulling::State::AddVertexStorageBuffers() {
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// TODO(idanr): Make this readonly https://github.com/gpuweb/gpuweb/issues/935
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// The array inside the struct definition
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auto* internal_array_type = mod->create<ast::type::Array>(
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GetU32Type(), 0,
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ast::ArrayDecorationList{
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mod->create<ast::StrideDecoration>(4u, Source{}),
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});
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// Creating the struct type
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ast::StructMemberList members;
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ast::StructMemberDecorationList member_dec;
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member_dec.push_back(
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mod->create<ast::StructMemberOffsetDecoration>(0u, Source{}));
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members.push_back(mod->create<ast::StructMember>(
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Source{}, kStructBufferName, internal_array_type, std::move(member_dec)));
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ast::StructDecorationList decos;
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decos.push_back(mod->create<ast::StructBlockDecoration>(Source{}));
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auto* struct_type = mod->create<ast::type::Struct>(
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mod->RegisterSymbol(kStructName), kStructName,
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mod->create<ast::Struct>(Source{}, std::move(members), std::move(decos)));
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for (uint32_t i = 0; i < cfg.vertex_state.size(); ++i) {
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// The decorated variable with struct type
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auto* var = mod->create<ast::Variable>(
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Source{}, // source
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GetVertexBufferName(i), // name
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ast::StorageClass::kStorageBuffer, // storage_class
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struct_type, // type
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false, // is_const
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nullptr, // constructor
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ast::VariableDecorationList{
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// decorations
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mod->create<ast::BindingDecoration>(i, Source{}),
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mod->create<ast::SetDecoration>(cfg.pulling_set, Source{}),
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});
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mod->AddGlobalVariable(var);
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}
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mod->AddConstructedType(struct_type);
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}
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void VertexPulling::State::AddVertexPullingPreamble(
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ast::Function* vertex_func) {
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// Assign by looking at the vertex descriptor to find attributes with matching
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// location.
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// A block statement allowing us to use append instead of insert
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auto* block = mod->create<ast::BlockStatement>(Source{});
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// Declare the |kPullingPosVarName| variable in the shader
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auto* pos_declaration = mod->create<ast::VariableDeclStatement>(
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Source{}, mod->create<ast::Variable>(
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Source{}, // source
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kPullingPosVarName, // name
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ast::StorageClass::kFunction, // storage_class
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GetI32Type(), // type
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false, // is_const
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nullptr, // constructor
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ast::VariableDecorationList{})); // decorations
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// |kPullingPosVarName| refers to the byte location of the current read. We
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// declare a variable in the shader to avoid having to reuse Expression
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// objects.
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block->append(pos_declaration);
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for (uint32_t i = 0; i < cfg.vertex_state.size(); ++i) {
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const VertexBufferLayoutDescriptor& buffer_layout = cfg.vertex_state[i];
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for (const VertexAttributeDescriptor& attribute_desc :
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buffer_layout.attributes) {
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auto it = location_to_var.find(attribute_desc.shader_location);
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if (it == location_to_var.end()) {
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continue;
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}
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auto* v = it->second;
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auto name = buffer_layout.step_mode == InputStepMode::kVertex
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? vertex_index_name
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: instance_index_name;
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// Identifier to index by
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auto* index_identifier = mod->create<ast::IdentifierExpression>(
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Source{}, mod->RegisterSymbol(name), name);
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// An expression for the start of the read in the buffer in bytes
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auto* pos_value = mod->create<ast::BinaryExpression>(
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Source{}, ast::BinaryOp::kAdd,
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mod->create<ast::BinaryExpression>(
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Source{}, ast::BinaryOp::kMultiply, index_identifier,
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GenUint(static_cast<uint32_t>(buffer_layout.array_stride))),
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GenUint(static_cast<uint32_t>(attribute_desc.offset)));
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// Update position of the read
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auto* set_pos_expr = mod->create<ast::AssignmentStatement>(
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Source{}, CreatePullingPositionIdent(), pos_value);
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block->append(set_pos_expr);
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block->append(mod->create<ast::AssignmentStatement>(
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Source{},
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mod->create<ast::IdentifierExpression>(
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Source{}, mod->RegisterSymbol(v->name()), v->name()),
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AccessByFormat(i, attribute_desc.format)));
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}
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}
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vertex_func->body()->insert(0, block);
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}
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ast::Expression* VertexPulling::State::GenUint(uint32_t value) {
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return mod->create<ast::ScalarConstructorExpression>(
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Source{}, mod->create<ast::UintLiteral>(Source{}, GetU32Type(), value));
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}
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ast::Expression* VertexPulling::State::CreatePullingPositionIdent() {
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return mod->create<ast::IdentifierExpression>(
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Source{}, mod->RegisterSymbol(kPullingPosVarName), kPullingPosVarName);
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}
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ast::Expression* VertexPulling::State::AccessByFormat(uint32_t buffer,
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VertexFormat format) {
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// TODO(idanr): this doesn't account for the format of the attribute in the
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// shader. ex: vec<u32> in shader, and attribute claims VertexFormat::Float4
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// right now, we would try to assign a vec4<f32> to this attribute, but we
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// really need to assign a vec4<u32> by casting.
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// We could split this function to first do memory accesses and unpacking into
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// int/uint/float1-4/etc, then convert that variable to a var<in> with the
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// conversion defined in the WebGPU spec.
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switch (format) {
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case VertexFormat::kU32:
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return AccessU32(buffer, CreatePullingPositionIdent());
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case VertexFormat::kI32:
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return AccessI32(buffer, CreatePullingPositionIdent());
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case VertexFormat::kF32:
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return AccessF32(buffer, CreatePullingPositionIdent());
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case VertexFormat::kVec2F32:
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return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 2);
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case VertexFormat::kVec3F32:
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return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 3);
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case VertexFormat::kVec4F32:
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return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 4);
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default:
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return nullptr;
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}
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}
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ast::Expression* VertexPulling::State::AccessU32(uint32_t buffer,
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ast::Expression* pos) {
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// Here we divide by 4, since the buffer is uint32 not uint8. The input buffer
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// has byte offsets for each attribute, and we will convert it to u32 indexes
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// by dividing. Then, that element is going to be read, and if needed,
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// unpacked into an appropriate variable. All reads should end up here as a
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// base case.
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auto vbuf_name = GetVertexBufferName(buffer);
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return mod->create<ast::ArrayAccessorExpression>(
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Source{},
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mod->create<ast::MemberAccessorExpression>(
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Source{},
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mod->create<ast::IdentifierExpression>(
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Source{}, mod->RegisterSymbol(vbuf_name), vbuf_name),
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mod->create<ast::IdentifierExpression>(
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Source{}, mod->RegisterSymbol(kStructBufferName),
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kStructBufferName)),
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mod->create<ast::BinaryExpression>(Source{}, ast::BinaryOp::kDivide, pos,
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GenUint(4)));
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}
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ast::Expression* VertexPulling::State::AccessI32(uint32_t buffer,
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ast::Expression* pos) {
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// as<T> reinterprets bits
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return mod->create<ast::BitcastExpression>(Source{}, GetI32Type(),
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AccessU32(buffer, pos));
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}
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ast::Expression* VertexPulling::State::AccessF32(uint32_t buffer,
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ast::Expression* pos) {
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// as<T> reinterprets bits
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return mod->create<ast::BitcastExpression>(Source{}, GetF32Type(),
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AccessU32(buffer, pos));
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}
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ast::Expression* VertexPulling::State::AccessPrimitive(uint32_t buffer,
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ast::Expression* pos,
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VertexFormat format) {
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// This function uses a position expression to read, rather than using the
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// position variable. This allows us to read from offset positions relative to
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// |kPullingPosVarName|. We can't call AccessByFormat because it reads only
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// from the position variable.
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switch (format) {
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case VertexFormat::kU32:
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return AccessU32(buffer, pos);
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case VertexFormat::kI32:
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return AccessI32(buffer, pos);
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case VertexFormat::kF32:
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return AccessF32(buffer, pos);
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default:
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return nullptr;
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}
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}
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ast::Expression* VertexPulling::State::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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ast::ExpressionList expr_list;
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for (uint32_t i = 0; i < count; ++i) {
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// Offset read position by element_stride for each component
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auto* cur_pos = mod->create<ast::BinaryExpression>(
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Source{}, ast::BinaryOp::kAdd, CreatePullingPositionIdent(),
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GenUint(element_stride * i));
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expr_list.push_back(AccessPrimitive(buffer, cur_pos, base_format));
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}
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return mod->create<ast::TypeConstructorExpression>(
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Source{}, mod->create<ast::type::Vector>(base_type, count),
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std::move(expr_list));
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}
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ast::type::Type* VertexPulling::State::GetU32Type() {
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return mod->create<ast::type::U32>();
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}
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ast::type::Type* VertexPulling::State::GetI32Type() {
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return mod->create<ast::type::I32>();
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}
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ast::type::Type* VertexPulling::State::GetF32Type() {
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return mod->create<ast::type::F32>();
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}
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VertexBufferLayoutDescriptor::VertexBufferLayoutDescriptor() = default;
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VertexBufferLayoutDescriptor::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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: array_stride(in_array_stride),
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step_mode(in_step_mode),
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attributes(std::move(in_attributes)) {}
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VertexBufferLayoutDescriptor::VertexBufferLayoutDescriptor(
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const VertexBufferLayoutDescriptor& other) = default;
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VertexBufferLayoutDescriptor& VertexBufferLayoutDescriptor::operator=(
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const VertexBufferLayoutDescriptor& other) = default;
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VertexBufferLayoutDescriptor::~VertexBufferLayoutDescriptor() = default;
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} // namespace transform
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} // namespace tint
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