| // Copyright 2023 The Dawn & Tint Authors |
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| |
| #ifndef SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_ |
| #define SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_ |
| |
| #include <vector> |
| |
| #include "src/tint/api/common/binding_point.h" |
| #include "src/tint/lang/wgsl/ast/transform/transform.h" |
| |
| // Forward declarations |
| namespace tint { |
| class CloneContext; |
| } // namespace tint |
| |
| namespace tint::glsl::writer { |
| |
| /// TextureBuiltinsFromUniform is a transform that implements calls to textureNumLevels() and |
| /// textureNumSamples() by retrieving the texture information from a uniform buffer, as those |
| /// builtin functions are not available in some version of GLSL. |
| /// |
| /// The generated uniform buffer will have the form: |
| /// |
| /// ``` |
| /// struct internal_uniform { |
| /// texture_builtin_value_0 : u32, |
| /// }; |
| /// |
| /// @group(0) @binding(0) var tex : texture_2d<f32>; |
| /// ``` |
| /// |
| /// The binding group and number used for this uniform buffer are provided via |
| /// the `Config` transform input. |
| /// |
| /// The transform coverts the texture builtins calls into values lookup from the internal buffer. If |
| /// the texture is a function parameter instead of a global variable, this transform also takes care |
| /// of adding extra parameters and arguments to these functions and their call-sites. |
| /// |
| /// This transform must run before `CombineSamplers` transform so that the binding point of the |
| /// original texture object can be preserved. |
| /// |
| class TextureBuiltinsFromUniform final |
| : public Castable<TextureBuiltinsFromUniform, ast::transform::Transform> { |
| public: |
| /// Constructor |
| TextureBuiltinsFromUniform(); |
| /// Destructor |
| ~TextureBuiltinsFromUniform() override; |
| |
| /// Configuration options for the TextureBuiltinsFromUniform transform. |
| struct Config final : public Castable<Config, ast::transform::Data> { |
| /// Constructor |
| /// @param ubo_bp the binding point to use for the generated uniform buffer. |
| /// @param ordering the ordered list of binding points to appear in the UBO |
| Config(BindingPoint ubo_bp, const std::vector<BindingPoint>& ordering); |
| |
| /// Copy constructor |
| Config(const Config&); |
| |
| /// Copy assignment |
| /// @return this Config |
| Config& operator=(const Config&); |
| |
| /// Destructor |
| ~Config() override; |
| |
| /// The binding point to use for the generated uniform buffer. |
| BindingPoint ubo_binding; |
| |
| /// The set of binding points which will be in the extra UBO buffer. The binding points are |
| /// provided in the order that the data will be in the UBO buffer. |
| /// |
| /// Note, a given `BindingPoint` _must_ only appear once in the ordering list. This works |
| /// because the two types of calls we're substituting `textureNumLevels` and |
| /// `textureNumSamples` work on a disjoint set of texture types. |
| std::vector<BindingPoint> ubo_bindingpoint_ordering; |
| }; |
| |
| /// @copydoc ast::transform::Transform::Apply |
| ApplyResult Apply(const Program& program, |
| const ast::transform::DataMap& inputs, |
| ast::transform::DataMap& outputs) const override; |
| |
| private: |
| struct State; |
| }; |
| |
| } // namespace tint::glsl::writer |
| |
| #endif // SRC_TINT_LANG_GLSL_WRITER_AST_RAISE_TEXTURE_BUILTINS_FROM_UNIFORM_H_ |