| // 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: |
| // |
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| // 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. |
| // |
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| // this software without specific prior written permission. |
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| |
| #ifndef SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_ |
| #define SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_ |
| |
| #include <bitset> |
| #include <optional> |
| |
| #include "src/tint/api/common/binding_point.h" |
| #include "src/tint/utils/result/result.h" |
| |
| // Forward declarations. |
| namespace tint::core::ir { |
| class Module; |
| } |
| |
| namespace tint::hlsl::writer::raise { |
| |
| struct ShaderIOConfig { |
| /// The binding point to use for the num_workgroups generated uniform buffer. If it contains |
| /// no value, a free binding point will be used. Specifically, binding 0 of the largest used |
| /// group plus 1 is used if at least one resource is bound, otherwise group 0 binding 0 is used. |
| std::optional<BindingPoint> num_workgroups_binding; |
| |
| /// If one doesn't exist, adds a @position member to the input struct as the last member. |
| /// This is used for PixelLocal, for which Dawn requires such a member in the final HLSL shader. |
| bool add_input_position_member = false; |
| |
| /// Set to `true` to truncate location variables not found in `interstage_locations` |
| bool truncate_interstage_variables = false; |
| |
| /// Indicate which interstage io locations are actually used by the later stage. |
| /// There can be at most 30 user defined interstage variables with locations. |
| std::bitset<30> interstage_locations; |
| }; |
| |
| /// ShaderIO is a transform that prepares entry point inputs and outputs for HLSL codegen. |
| /// For HLSL, all entry point input parameters are moved to a struct and passed in as a single |
| /// entry point parameter, and all outputs are wrapped in a struct and returned by the entry point. |
| /// @param module the module to transform |
| /// @returns success or failure |
| Result<SuccessType> ShaderIO(core::ir::Module& module, const ShaderIOConfig& config); |
| |
| } // namespace tint::hlsl::writer::raise |
| |
| #endif // SRC_TINT_LANG_HLSL_WRITER_RAISE_SHADER_IO_H_ |