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// Copyright 2023 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_LANG_CORE_IR_TRANSFORM_SHADER_IO_H_
#define SRC_TINT_LANG_CORE_IR_TRANSFORM_SHADER_IO_H_
#include <memory>
#include <utility>
#include "src/tint/lang/core/ir/builder.h"
#include "src/tint/lang/core/ir/transform/transform.h"
#include "src/tint/lang/core/type/manager.h"
namespace tint::ir::transform {
/// ShaderIO is a transform that modifies an entry point function's parameters and return value to
/// prepare them for backend codegen.
class ShaderIO : public utils::Castable<ShaderIO, Transform> {
public:
/// Configuration options for the transform.
struct Config final : public utils::Castable<Config, Data> {
/// Constructor
Config();
/// Copy constructor
Config(const Config&) = default;
/// Destructor
~Config() override;
};
/// Constructor
ShaderIO();
/// Destructor
~ShaderIO() override;
/// @copydoc Transform::Run
void Run(ir::Module* module, const DataMap& inputs, DataMap& outputs) const override;
/// Abstract base class for the state needed to handle IO for a particular backend target.
struct BackendState {
/// Constructor
/// @param mod the IR module
/// @param f the entry point function
BackendState(Module* mod, Function* f) : ir(mod), func(f) {}
/// Destructor
virtual ~BackendState();
/// Add an input.
/// @param name the name of the input
/// @param type the type of the input
/// @param attributes the IO attributes
virtual void AddInput(Symbol name,
const type::Type* type,
type::StructMemberAttributes attributes) {
inputs.Push({name, type, std::move(attributes)});
}
/// Add an output.
/// @param name the name of the output
/// @param type the type of the output
/// @param attributes the IO attributes
virtual void AddOutput(Symbol name,
const type::Type* type,
type::StructMemberAttributes attributes) {
outputs.Push({name, type, std::move(attributes)});
}
/// Finalize the shader inputs and create any state needed for the new entry point function.
/// @returns the list of function parameters for the new entry point
virtual utils::Vector<FunctionParam*, 4> FinalizeInputs() = 0;
/// Finalize the shader outputs and create state needed for the new entry point function.
/// @returns the return value for the new entry point
virtual Value* FinalizeOutputs() = 0;
/// Get the value of the input at index @p idx
/// @param builder the IR builder for new instructions
/// @param idx the index of the input
/// @returns the value of the input
virtual Value* GetInput(Builder& builder, uint32_t idx) = 0;
/// Set the value of the output at index @p idx
/// @param builder the IR builder for new instructions
/// @param idx the index of the output
/// @param value the value to set
virtual void SetOutput(Builder& builder, uint32_t idx, Value* value) = 0;
protected:
/// The IR module.
Module* ir = nullptr;
/// The IR builder.
Builder b{*ir};
/// The type manager.
type::Manager& ty{ir->Types()};
/// The original entry point function.
Function* func = nullptr;
/// The list of shader inputs.
utils::Vector<type::Manager::StructMemberDesc, 4> inputs;
/// The list of shader outputs.
utils::Vector<type::Manager::StructMemberDesc, 4> outputs;
};
protected:
struct State;
/// Create a backend state object.
/// @param mod the IR module
/// @param func the entry point function
/// @returns the backend state object
virtual std::unique_ptr<ShaderIO::BackendState> MakeBackendState(Module* mod,
Function* func) const = 0;
};
} // namespace tint::ir::transform
#endif // SRC_TINT_LANG_CORE_IR_TRANSFORM_SHADER_IO_H_