blob: ff1cff909b5347f8df6d555dbdbb894c3f148c07 [file] [log] [blame]
// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/TintUtils.h"
#include "dawn/native/BindGroupLayoutInternal.h"
#include "dawn/native/Device.h"
#include "dawn/native/Pipeline.h"
#include "dawn/native/PipelineLayout.h"
#include "dawn/native/RenderPipeline.h"
#include "tint/tint.h"
namespace dawn::native {
namespace {
thread_local DeviceBase* tlDevice = nullptr;
void TintICEReporter(const tint::InternalCompilerError& err) {
if (tlDevice) {
tlDevice->HandleError(DAWN_INTERNAL_ERROR(err.Error()));
#if DAWN_ENABLE_ASSERTS
HandleAssertionFailure(err.File(), "", err.Line(), err.Message().c_str());
#endif
}
}
bool InitializeTintErrorReporter() {
tint::SetInternalCompilerErrorReporter(&TintICEReporter);
return true;
}
tint::ast::transform::VertexFormat ToTintVertexFormat(wgpu::VertexFormat format) {
switch (format) {
case wgpu::VertexFormat::Uint8x2:
return tint::ast::transform::VertexFormat::kUint8x2;
case wgpu::VertexFormat::Uint8x4:
return tint::ast::transform::VertexFormat::kUint8x4;
case wgpu::VertexFormat::Sint8x2:
return tint::ast::transform::VertexFormat::kSint8x2;
case wgpu::VertexFormat::Sint8x4:
return tint::ast::transform::VertexFormat::kSint8x4;
case wgpu::VertexFormat::Unorm8x2:
return tint::ast::transform::VertexFormat::kUnorm8x2;
case wgpu::VertexFormat::Unorm8x4:
return tint::ast::transform::VertexFormat::kUnorm8x4;
case wgpu::VertexFormat::Snorm8x2:
return tint::ast::transform::VertexFormat::kSnorm8x2;
case wgpu::VertexFormat::Snorm8x4:
return tint::ast::transform::VertexFormat::kSnorm8x4;
case wgpu::VertexFormat::Uint16x2:
return tint::ast::transform::VertexFormat::kUint16x2;
case wgpu::VertexFormat::Uint16x4:
return tint::ast::transform::VertexFormat::kUint16x4;
case wgpu::VertexFormat::Sint16x2:
return tint::ast::transform::VertexFormat::kSint16x2;
case wgpu::VertexFormat::Sint16x4:
return tint::ast::transform::VertexFormat::kSint16x4;
case wgpu::VertexFormat::Unorm16x2:
return tint::ast::transform::VertexFormat::kUnorm16x2;
case wgpu::VertexFormat::Unorm16x4:
return tint::ast::transform::VertexFormat::kUnorm16x4;
case wgpu::VertexFormat::Snorm16x2:
return tint::ast::transform::VertexFormat::kSnorm16x2;
case wgpu::VertexFormat::Snorm16x4:
return tint::ast::transform::VertexFormat::kSnorm16x4;
case wgpu::VertexFormat::Float16x2:
return tint::ast::transform::VertexFormat::kFloat16x2;
case wgpu::VertexFormat::Float16x4:
return tint::ast::transform::VertexFormat::kFloat16x4;
case wgpu::VertexFormat::Float32:
return tint::ast::transform::VertexFormat::kFloat32;
case wgpu::VertexFormat::Float32x2:
return tint::ast::transform::VertexFormat::kFloat32x2;
case wgpu::VertexFormat::Float32x3:
return tint::ast::transform::VertexFormat::kFloat32x3;
case wgpu::VertexFormat::Float32x4:
return tint::ast::transform::VertexFormat::kFloat32x4;
case wgpu::VertexFormat::Uint32:
return tint::ast::transform::VertexFormat::kUint32;
case wgpu::VertexFormat::Uint32x2:
return tint::ast::transform::VertexFormat::kUint32x2;
case wgpu::VertexFormat::Uint32x3:
return tint::ast::transform::VertexFormat::kUint32x3;
case wgpu::VertexFormat::Uint32x4:
return tint::ast::transform::VertexFormat::kUint32x4;
case wgpu::VertexFormat::Sint32:
return tint::ast::transform::VertexFormat::kSint32;
case wgpu::VertexFormat::Sint32x2:
return tint::ast::transform::VertexFormat::kSint32x2;
case wgpu::VertexFormat::Sint32x3:
return tint::ast::transform::VertexFormat::kSint32x3;
case wgpu::VertexFormat::Sint32x4:
return tint::ast::transform::VertexFormat::kSint32x4;
case wgpu::VertexFormat::Unorm10_10_10_2:
return tint::ast::transform::VertexFormat::kUnorm10_10_10_2;
}
DAWN_UNREACHABLE();
}
tint::ast::transform::VertexStepMode ToTintVertexStepMode(wgpu::VertexStepMode mode) {
switch (mode) {
case wgpu::VertexStepMode::Vertex:
return tint::ast::transform::VertexStepMode::kVertex;
case wgpu::VertexStepMode::Instance:
return tint::ast::transform::VertexStepMode::kInstance;
case wgpu::VertexStepMode::VertexBufferNotUsed:
case wgpu::VertexStepMode::Undefined:
break;
}
DAWN_UNREACHABLE();
}
} // namespace
ScopedTintICEHandler::ScopedTintICEHandler(DeviceBase* device) {
// Call tint::SetInternalCompilerErrorReporter() the first time
// this constructor is called. Static initialization is
// guaranteed to be thread-safe, and only occur once.
static bool init_once_tint_error_reporter = InitializeTintErrorReporter();
(void)init_once_tint_error_reporter;
// Shouldn't have overlapping instances of this handler.
DAWN_ASSERT(tlDevice == nullptr);
tlDevice = device;
}
ScopedTintICEHandler::~ScopedTintICEHandler() {
tlDevice = nullptr;
}
tint::ast::transform::VertexPulling::Config BuildVertexPullingTransformConfig(
const RenderPipelineBase& renderPipeline,
BindGroupIndex pullingBufferBindingSet) {
tint::ast::transform::VertexPulling::Config cfg;
cfg.pulling_group = static_cast<uint32_t>(pullingBufferBindingSet);
cfg.vertex_state.resize(renderPipeline.GetVertexBufferCount());
for (VertexBufferSlot slot : IterateBitSet(renderPipeline.GetVertexBuffersUsed())) {
const VertexBufferInfo& dawnInfo = renderPipeline.GetVertexBuffer(slot);
tint::ast::transform::VertexBufferLayoutDescriptor* tintInfo =
&cfg.vertex_state[static_cast<uint8_t>(slot)];
tintInfo->array_stride = dawnInfo.arrayStride;
tintInfo->step_mode = ToTintVertexStepMode(dawnInfo.stepMode);
}
for (VertexAttributeLocation location :
IterateBitSet(renderPipeline.GetAttributeLocationsUsed())) {
const VertexAttributeInfo& dawnInfo = renderPipeline.GetAttribute(location);
tint::ast::transform::VertexAttributeDescriptor tintInfo;
tintInfo.format = ToTintVertexFormat(dawnInfo.format);
tintInfo.offset = dawnInfo.offset;
tintInfo.shader_location = static_cast<uint32_t>(static_cast<uint8_t>(location));
uint8_t vertexBufferSlot = static_cast<uint8_t>(dawnInfo.vertexBufferSlot);
cfg.vertex_state[vertexBufferSlot].attributes.push_back(tintInfo);
}
return cfg;
}
tint::ast::transform::SubstituteOverride::Config BuildSubstituteOverridesTransformConfig(
const ProgrammableStage& stage) {
const EntryPointMetadata& metadata = *stage.metadata;
const auto& constants = stage.constants;
tint::ast::transform::SubstituteOverride::Config cfg;
for (const auto& [key, value] : constants) {
const auto& o = metadata.overrides.at(key);
cfg.map.insert({o.id, value});
}
return cfg;
}
// static
template <>
void stream::Stream<tint::Program>::Write(stream::Sink* sink, const tint::Program& p) {
#if TINT_BUILD_WGSL_WRITER
tint::wgsl::writer::Options options{};
StreamIn(sink, tint::wgsl::writer::Generate(p, options)->wgsl);
#else
// TODO(crbug.com/dawn/1481): We shouldn't need to write back to WGSL if we have a CacheKey
// built from the initial shader module input. Then, we would never need to parse the program
// and write back out to WGSL.
DAWN_UNREACHABLE();
#endif
}
} // namespace dawn::native