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// Copyright 2024 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 "src/tint/lang/glsl/writer/raise/texture_polyfill.h"
#include <utility>
#include "src/tint/lang/core/fluent_types.h" // IWYU pragma: export
#include "src/tint/lang/core/ir/builder.h"
#include "src/tint/lang/core/ir/module.h"
#include "src/tint/lang/core/ir/validator.h"
#include "src/tint/lang/core/type/depth_multisampled_texture.h"
#include "src/tint/lang/core/type/depth_texture.h"
#include "src/tint/lang/core/type/multisampled_texture.h"
#include "src/tint/lang/core/type/sampled_texture.h"
#include "src/tint/lang/core/type/storage_texture.h"
#include "src/tint/lang/glsl/ir/builtin_call.h"
#include "src/tint/lang/glsl/ir/member_builtin_call.h"
namespace tint::glsl::writer::raise {
namespace {
using namespace tint::core::fluent_types; // NOLINT
using namespace tint::core::number_suffixes; // NOLINT
/// PIMPL state for the transform.
struct State {
/// The IR module.
core::ir::Module& ir;
/// The IR builder.
core::ir::Builder b{ir};
/// The type manager.
core::type::Manager& ty{ir.Types()};
/// Process the module.
void Process() {
/// Converts all 1D texture types and accesses to 2D. This is required for GLSL ES, which
/// does not support 1D textures. We do this for desktop GL as well for consistency. This
/// could be relaxed in the future if desired.
UpgradeTexture1DVars();
UpgradeTexture1DParams();
Vector<core::ir::CoreBuiltinCall*, 4> call_worklist;
for (auto* inst : ir.Instructions()) {
if (auto* call = inst->As<core::ir::CoreBuiltinCall>()) {
switch (call->Func()) {
case core::BuiltinFn::kTextureDimensions:
case core::BuiltinFn::kTextureLoad:
case core::BuiltinFn::kTextureNumLayers:
case core::BuiltinFn::kTextureStore:
call_worklist.Push(call);
break;
default:
break;
}
continue;
}
}
// Replace the builtin calls that we found
for (auto* call : call_worklist) {
switch (call->Func()) {
case core::BuiltinFn::kTextureDimensions:
TextureDimensions(call);
break;
case core::BuiltinFn::kTextureLoad:
TextureLoad(call);
break;
case core::BuiltinFn::kTextureNumLayers:
TextureNumLayers(call);
break;
case core::BuiltinFn::kTextureStore:
TextureStore(call);
break;
default:
TINT_UNREACHABLE();
}
}
}
std::optional<const core::type::Type*> UpgradeTexture1D(core::ir::Value* value) {
bool is_1d = false;
const core::type::Type* new_type = nullptr;
tint::Switch(
value->Type()->UnwrapPtr(),
[&](const core::type::SampledTexture* s) {
is_1d = s->Dim() == core::type::TextureDimension::k1d;
new_type = ty.Get<core::type::SampledTexture>(core::type::TextureDimension::k2d,
s->Type());
},
[&](const core::type::StorageTexture* s) {
is_1d = s->Dim() == core::type::TextureDimension::k1d;
new_type = ty.Get<core::type::StorageTexture>(
core::type::TextureDimension::k2d, s->TexelFormat(), s->Access(), s->Type());
});
if (!is_1d) {
return std::nullopt;
}
if (auto* ptr = value->Type()->As<core::type::Pointer>()) {
new_type = ty.ptr(ptr->AddressSpace(), new_type, ptr->Access());
}
// For each 1d texture usage we have to make sure return values and arguments are modified
// to fit the 2d texture.
for (auto usage : value->UsagesUnsorted()) {
if (auto* call = usage->instruction->As<core::ir::CoreBuiltinCall>()) {
switch (call->Func()) {
case core::BuiltinFn::kTextureDimensions: {
// Upgrade result to a vec2 and swizzle out the `x` component.
auto* res = call->DetachResult();
call->SetResults(b.InstructionResult(ty.vec2<u32>()));
b.InsertAfter(call, [&] {
auto* s = b.Swizzle(res->Type(), call, Vector<uint32_t, 1>{0});
res->ReplaceAllUsesWith(s->Result(0));
});
break;
}
case core::BuiltinFn::kTextureLoad:
case core::BuiltinFn::kTextureStore: {
// Add a new coord item so it's a vec2.
auto arg = call->Args()[1];
b.InsertBefore(call, [&] {
call->SetArg(1,
b.Construct(ty.vec2(arg->Type()), arg, b.Zero(arg->Type()))
->Result(0));
});
break;
}
case core::BuiltinFn::kTextureSample: {
// Add a new coord item so it's a vec2.
auto arg = call->Args()[1];
b.InsertBefore(call, [&] {
call->SetArg(1,
b.Construct(ty.vec2(arg->Type()), arg, 0.5_f)->Result(0));
});
break;
}
case core::BuiltinFn::kTextureNumLevels:
// No changes needed.
break;
default:
TINT_UNREACHABLE() << "unknown usage instruction for texture";
}
}
}
return {new_type};
}
void UpgradeTexture1DVars() {
for (auto* inst : *ir.root_block) {
auto* var = inst->As<core::ir::Var>();
if (!var) {
continue;
}
auto new_type = UpgradeTexture1D(var->Result(0));
if (!new_type.has_value()) {
continue;
}
var->Result(0)->SetType(new_type.value());
// All of the usages of the textures should involve loading them as the `var`
// declarations will be pointers and the function usages require non-pointer textures.
for (auto usage : var->Result(0)->UsagesUnsorted()) {
UpgradeLoadOf1DTexture(usage->instruction);
}
}
}
void UpgradeTexture1DParams() {
for (auto func : ir.functions) {
for (auto* param : func->Params()) {
auto new_type = UpgradeTexture1D(param);
if (!new_type.has_value()) {
continue;
}
param->SetType(new_type.value());
}
}
}
void UpgradeLoadOf1DTexture(core::ir::Instruction* inst) {
auto* ld = inst->As<core::ir::Load>();
TINT_ASSERT(ld);
auto new_type = UpgradeTexture1D(ld->Result(0));
if (!new_type.has_value()) {
return;
}
ld->Result(0)->SetType(new_type.value());
}
// `textureDimensions` returns an unsigned scalar / vector in WGSL. `textureSize` and
// `imageSize` return a signed scalar / vector in GLSL. So, we need to cast the result to
// the needed WGSL type.
void TextureDimensions(core::ir::BuiltinCall* call) {
auto args = call->Args();
auto* tex = args[0]->Type()->As<core::type::Texture>();
b.InsertBefore(call, [&] {
auto func = glsl::BuiltinFn::kTextureSize;
if (tex->Is<core::type::StorageTexture>()) {
func = glsl::BuiltinFn::kImageSize;
}
Vector<core::ir::Value*, 2> new_args;
new_args.Push(args[0]);
if (!(tex->Is<core::type::StorageTexture>() ||
tex->Is<core::type::MultisampledTexture>() ||
tex->Is<core::type::DepthMultisampledTexture>())) {
// Add a LOD to any texture other then storage, and multi-sampled textures which
// does not already have an LOD.
if (args.Length() == 1) {
new_args.Push(b.Constant(0_i));
} else {
// Make sure the LOD is a i32
new_args.Push(b.Bitcast(ty.i32(), args[1])->Result(0));
}
}
auto ret_type = call->Result(0)->Type();
// In GLSL the array dimensions return a 3rd parameter.
if (tex->Dim() == core::type::TextureDimension::k2dArray ||
tex->Dim() == core::type::TextureDimension::kCubeArray) {
ret_type = ty.vec(ty.i32(), 3);
} else {
ret_type = ty.MatchWidth(ty.i32(), call->Result(0)->Type());
}
core::ir::Value* result =
b.Call<glsl::ir::BuiltinCall>(ret_type, func, new_args)->Result(0);
// `textureSize` on array samplers returns the array size in the final component, WGSL
// requires a 2 component response, so drop the array size
if (tex->Dim() == core::type::TextureDimension::k2dArray ||
tex->Dim() == core::type::TextureDimension::kCubeArray) {
ret_type = ty.MatchWidth(ty.i32(), call->Result(0)->Type());
result = b.Swizzle(ret_type, result, {0, 1})->Result(0);
}
b.BitcastWithResult(call->DetachResult(), result)->Result(0);
});
call->Destroy();
}
// `textureNumLayers` returns an unsigned scalar in WGSL. `textureSize` and `imageSize`
// return a signed scalar / vector in GLSL.
//
// For the `textureSize` and `imageSize` calls the valid WGSL values always produce a `vec3` in
// GLSL so we extract the `z` component for the number of layers.
void TextureNumLayers(core::ir::BuiltinCall* call) {
b.InsertBefore(call, [&] {
auto args = call->Args();
auto* tex = args[0]->Type()->As<core::type::Texture>();
auto func = glsl::BuiltinFn::kTextureSize;
if (tex->Is<core::type::StorageTexture>()) {
func = glsl::BuiltinFn::kImageSize;
}
Vector<core::ir::Value*, 2> new_args;
new_args.Push(args[0]);
// Non-storage textures require a LOD
if (!tex->Is<core::type::StorageTexture>()) {
new_args.Push(b.Constant(0_i));
}
auto* new_call = b.Call<glsl::ir::BuiltinCall>(ty.vec(ty.i32(), 3), func, new_args);
auto* swizzle = b.Swizzle(ty.i32(), new_call, {2});
b.BitcastWithResult(call->DetachResult(), swizzle->Result(0));
});
call->Destroy();
}
void TextureLoad(core::ir::CoreBuiltinCall* call) {
auto args = call->Args();
auto* tex = args[0];
// No loading from a depth texture in GLSL, so we should never have gotten here.
TINT_ASSERT(!tex->Type()->Is<core::type::DepthTexture>());
auto* tex_type = tex->Type()->As<core::type::Texture>();
glsl::BuiltinFn func = glsl::BuiltinFn::kNone;
if (tex_type->Is<core::type::StorageTexture>()) {
func = glsl::BuiltinFn::kImageLoad;
} else {
func = glsl::BuiltinFn::kTexelFetch;
}
bool is_ms = tex_type->Is<core::type::MultisampledTexture>();
bool is_storage = tex_type->Is<core::type::StorageTexture>();
b.InsertBefore(call, [&] {
Vector<core::ir::Value*, 3> call_args{tex};
switch (tex_type->Dim()) {
case core::type::TextureDimension::k2d: {
call_args.Push(b.Convert(ty.vec2<i32>(), args[1])->Result(0));
if (is_ms) {
call_args.Push(b.Convert(ty.i32(), args[2])->Result(0));
} else {
if (!is_storage) {
call_args.Push(b.Convert(ty.i32(), args[2])->Result(0));
}
}
break;
}
case core::type::TextureDimension::k2dArray: {
auto* coord = b.Convert(ty.vec2<i32>(), args[1]);
auto* ary_idx = b.Convert(ty.i32(), args[2]);
call_args.Push(b.Construct(ty.vec3<i32>(), coord, ary_idx)->Result(0));
if (!is_storage) {
call_args.Push(b.Convert(ty.i32(), args[3])->Result(0));
}
break;
}
case core::type::TextureDimension::k3d: {
call_args.Push(b.Convert(ty.vec3<i32>(), args[1])->Result(0));
if (!is_storage) {
call_args.Push(b.Convert(ty.i32(), args[2])->Result(0));
}
break;
}
default:
TINT_UNREACHABLE();
}
b.CallWithResult<glsl::ir::BuiltinCall>(call->DetachResult(), func,
std::move(call_args));
});
call->Destroy();
}
void TextureStore(core::ir::BuiltinCall* call) {
auto args = call->Args();
auto* tex = args[0];
auto* tex_type = tex->Type()->As<core::type::StorageTexture>();
TINT_ASSERT(tex_type);
Vector<core::ir::Value*, 3> new_args;
new_args.Push(tex);
b.InsertBefore(call, [&] {
if (tex_type->Dim() == core::type::TextureDimension::k2dArray) {
auto* coords = args[1];
auto* array_idx = args[2];
auto* coords_ty = coords->Type()->As<core::type::Vector>();
TINT_ASSERT(coords_ty);
auto* new_coords = b.Construct(ty.vec3(coords_ty->Type()), coords,
b.Convert(coords_ty->Type(), array_idx));
new_args.Push(new_coords->Result(0));
new_args.Push(args[3]);
} else {
new_args.Push(args[1]);
new_args.Push(args[2]);
}
b.CallWithResult<glsl::ir::BuiltinCall>(
call->DetachResult(), glsl::BuiltinFn::kImageStore, std::move(new_args));
});
call->Destroy();
}
};
} // namespace
Result<SuccessType> TexturePolyfill(core::ir::Module& ir) {
auto result = ValidateAndDumpIfNeeded(ir, "glsl.TexturePolyfill transform");
if (result != Success) {
return result.Failure();
}
State{ir}.Process();
return Success;
}
} // namespace tint::glsl::writer::raise