|  | // Copyright 2021 The Tint Authors. | 
|  | // | 
|  | // Licensed under the Apache License, Version 2.0 (the "License"); | 
|  | // you may not use this file except in compliance with the License. | 
|  | // You may obtain a copy of the License at | 
|  | // | 
|  | //     http://www.apache.org/licenses/LICENSE-2.0 | 
|  | // | 
|  | // Unless required by applicable law or agreed to in writing, software | 
|  | // distributed under the License is distributed on an "AS IS" BASIS, | 
|  | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
|  | // See the License for the specific language governing permissions and | 
|  | // limitations under the License. | 
|  |  | 
|  | #ifndef SRC_TINT_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_ | 
|  | #define SRC_TINT_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_ | 
|  |  | 
|  | #include "src/tint/transform/transform.h" | 
|  |  | 
|  | namespace tint::transform { | 
|  |  | 
|  | /// CanonicalizeEntryPointIO is a transform used to rewrite shader entry point | 
|  | /// interfaces into a form that the generators can handle. Each entry point | 
|  | /// function is stripped of all shader IO attributes and wrapped in a function | 
|  | /// that provides the shader interface. | 
|  | /// The transform config determines whether to use global variables, structures, | 
|  | /// or parameters for the shader inputs and outputs, and optionally adds | 
|  | /// additional builtins to the shader interface. | 
|  | /// | 
|  | /// Before: | 
|  | /// ``` | 
|  | /// struct Locations{ | 
|  | ///   @location(1) loc1 : f32; | 
|  | ///   @location(2) loc2 : vec4<u32>; | 
|  | /// }; | 
|  | /// | 
|  | /// @fragment | 
|  | /// fn frag_main(@builtin(position) coord : vec4<f32>, | 
|  | ///              locations : Locations) -> @location(0) f32 { | 
|  | ///   if (coord.w > 1.0) { | 
|  | ///     return 0.0; | 
|  | ///   } | 
|  | ///   var col : f32 = (coord.x * locations.loc1); | 
|  | ///   return col; | 
|  | /// } | 
|  | /// ``` | 
|  | /// | 
|  | /// After (using structures for all parameters): | 
|  | /// ``` | 
|  | /// struct Locations{ | 
|  | ///   loc1 : f32; | 
|  | ///   loc2 : vec4<u32>; | 
|  | /// }; | 
|  | /// | 
|  | /// struct frag_main_in { | 
|  | ///   @builtin(position) coord : vec4<f32>; | 
|  | ///   @location(1) loc1 : f32; | 
|  | ///   @location(2) loc2 : vec4<u32> | 
|  | /// }; | 
|  | /// | 
|  | /// struct frag_main_out { | 
|  | ///   @location(0) loc0 : f32; | 
|  | /// }; | 
|  | /// | 
|  | /// fn frag_main_inner(coord : vec4<f32>, | 
|  | ///                    locations : Locations) -> f32 { | 
|  | ///   if (coord.w > 1.0) { | 
|  | ///     return 0.0; | 
|  | ///   } | 
|  | ///   var col : f32 = (coord.x * locations.loc1); | 
|  | ///   return col; | 
|  | /// } | 
|  | /// | 
|  | /// @fragment | 
|  | /// fn frag_main(in : frag_main_in) -> frag_main_out { | 
|  | ///   let inner_retval = frag_main_inner(in.coord, Locations(in.loc1, in.loc2)); | 
|  | ///   var wrapper_result : frag_main_out; | 
|  | ///   wrapper_result.loc0 = inner_retval; | 
|  | ///   return wrapper_result; | 
|  | /// } | 
|  | /// ``` | 
|  | /// | 
|  | /// @note Depends on the following transforms to have been run first: | 
|  | /// * Unshadow | 
|  | class CanonicalizeEntryPointIO final : public Castable<CanonicalizeEntryPointIO, Transform> { | 
|  | public: | 
|  | /// ShaderStyle is an enumerator of different ways to emit shader IO. | 
|  | enum class ShaderStyle { | 
|  | /// Target SPIR-V (using global variables). | 
|  | kSpirv, | 
|  | /// Target GLSL (using global variables). | 
|  | kGlsl, | 
|  | /// Target MSL (using non-struct function parameters for builtins). | 
|  | kMsl, | 
|  | /// Target HLSL (using structures for all IO). | 
|  | kHlsl, | 
|  | }; | 
|  |  | 
|  | /// Configuration options for the transform. | 
|  | struct Config final : public Castable<Config, Data> { | 
|  | /// Constructor | 
|  | /// @param style the approach to use for emitting shader IO. | 
|  | /// @param sample_mask an optional sample mask to combine with shader masks | 
|  | /// @param emit_vertex_point_size `true` to generate a pointsize builtin | 
|  | explicit Config(ShaderStyle style, | 
|  | uint32_t sample_mask = 0xFFFFFFFF, | 
|  | bool emit_vertex_point_size = false); | 
|  |  | 
|  | /// Copy constructor | 
|  | Config(const Config&); | 
|  |  | 
|  | /// Destructor | 
|  | ~Config() override; | 
|  |  | 
|  | /// The approach to use for emitting shader IO. | 
|  | const ShaderStyle shader_style; | 
|  |  | 
|  | /// A fixed sample mask to combine into masks produced by fragment shaders. | 
|  | const uint32_t fixed_sample_mask; | 
|  |  | 
|  | /// Set to `true` to generate a pointsize builtin and have it set to 1.0 | 
|  | /// from all vertex shaders in the module. | 
|  | const bool emit_vertex_point_size; | 
|  | }; | 
|  |  | 
|  | /// Constructor | 
|  | CanonicalizeEntryPointIO(); | 
|  | ~CanonicalizeEntryPointIO() override; | 
|  |  | 
|  | /// @copydoc Transform::Apply | 
|  | ApplyResult Apply(const Program* program, | 
|  | const DataMap& inputs, | 
|  | DataMap& outputs) const override; | 
|  |  | 
|  | private: | 
|  | struct State; | 
|  | }; | 
|  |  | 
|  | }  // namespace tint::transform | 
|  |  | 
|  | #endif  // SRC_TINT_TRANSFORM_CANONICALIZE_ENTRY_POINT_IO_H_ |