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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/builtin_polyfill.h"
#include <string>
#include <tuple>
#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/builtin_fn.h"
#include "src/tint/lang/glsl/ir/builtin_call.h"
#include "src/tint/lang/glsl/ir/member_builtin_call.h"
#include "src/tint/lang/glsl/ir/ternary.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() {
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::kArrayLength:
case core::BuiltinFn::kAtomicCompareExchangeWeak:
case core::BuiltinFn::kAtomicSub:
case core::BuiltinFn::kAtomicLoad:
case core::BuiltinFn::kCountOneBits:
case core::BuiltinFn::kExtractBits:
case core::BuiltinFn::kFma:
case core::BuiltinFn::kInsertBits:
case core::BuiltinFn::kSelect:
case core::BuiltinFn::kStorageBarrier:
case core::BuiltinFn::kTextureBarrier:
case core::BuiltinFn::kTextureDimensions:
case core::BuiltinFn::kTextureLoad:
case core::BuiltinFn::kTextureNumLayers:
case core::BuiltinFn::kTextureStore:
case core::BuiltinFn::kWorkgroupBarrier:
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::kArrayLength:
ArrayLength(call);
break;
case core::BuiltinFn::kAtomicCompareExchangeWeak:
AtomicCompareExchangeWeak(call);
break;
case core::BuiltinFn::kAtomicSub:
AtomicSub(call);
break;
case core::BuiltinFn::kAtomicLoad:
AtomicLoad(call);
break;
case core::BuiltinFn::kCountOneBits:
CountOneBits(call);
break;
case core::BuiltinFn::kExtractBits:
ExtractBits(call);
break;
case core::BuiltinFn::kFma:
FMA(call);
break;
case core::BuiltinFn::kInsertBits:
InsertBits(call);
break;
case core::BuiltinFn::kSelect:
Select(call);
break;
case core::BuiltinFn::kStorageBarrier:
case core::BuiltinFn::kTextureBarrier:
case core::BuiltinFn::kWorkgroupBarrier:
Barrier(call);
break;
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();
}
}
}
void ArrayLength(core::ir::Call* call) {
b.InsertBefore(call, [&] {
auto* len = b.MemberCall<glsl::ir::MemberBuiltinCall>(ty.i32(), BuiltinFn::kLength,
call->Args()[0]);
b.ConvertWithResult(call->DetachResult(), len->Result(0));
});
call->Destroy();
}
void ExtractBits(core::ir::Call* call) {
b.InsertBefore(call, [&] {
auto args = call->Args();
auto* offset = b.Convert(ty.i32(), args[1]);
auto* bits = b.Convert(ty.i32(), args[2]);
b.CallWithResult<glsl::ir::BuiltinCall>(
call->DetachResult(), glsl::BuiltinFn::kBitfieldExtract, args[0], offset, bits);
});
call->Destroy();
}
void InsertBits(core::ir::Call* call) {
b.InsertBefore(call, [&] {
auto args = call->Args();
auto* offset = b.Convert(ty.i32(), args[2]);
auto* bits = b.Convert(ty.i32(), args[3]);
b.CallWithResult<glsl::ir::BuiltinCall>(call->DetachResult(),
glsl::BuiltinFn::kBitfieldInsert, args[0],
args[1], offset, bits);
});
call->Destroy();
}
// There is no `fma` method in GLSL ES 3.10 so we emulate it. `fma` does exist in desktop after
// 4.00 but we use the emulated version to be consistent. We could use the real one on desktop
// if we decide too in the future.
void FMA(core::ir::Call* call) {
auto args = call->Args();
b.InsertBefore(call, [&] {
auto* res_ty = call->Result(0)->Type();
auto* mul = b.Multiply(res_ty, args[0], args[1]);
b.AddWithResult(call->DetachResult(), mul, args[2]);
});
call->Destroy();
}
// GLSL `bitCount` always returns an `i32` so we need to convert it. Convert to a `bitCount`
// call to make it clear this isn't `countOneBits`.
void CountOneBits(core::ir::Call* call) {
auto* result_ty = call->Result(0)->Type();
b.InsertBefore(call, [&] {
auto* c = b.Call<glsl::ir::BuiltinCall>(ty.MatchWidth(ty.i32(), result_ty),
glsl::BuiltinFn::kBitCount, call->Args()[0]);
b.ConvertWithResult(call->DetachResult(), c);
});
call->Destroy();
}
// `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);
});
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::k1d: {
call_args.Push(b.Convert(ty.i32(), args[1])->Result(0));
if (!is_storage) {
call_args.Push(b.Convert(ty.i32(), args[2])->Result(0));
}
break;
}
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();
}
void AtomicCompareExchangeWeak(core::ir::BuiltinCall* call) {
auto args = call->Args();
auto* type = args[1]->Type();
auto* dest = args[0];
auto* compare_value = args[1];
auto* value = args[2];
auto* result_type = call->Result(0)->Type();
b.InsertBefore(call, [&] {
auto* bitcast_cmp_value = b.Bitcast(type, compare_value);
auto* bitcast_value = b.Bitcast(type, value);
auto* swap = b.Call<glsl::ir::BuiltinCall>(
type, glsl::BuiltinFn::kAtomicCompSwap,
Vector<core::ir::Value*, 3>{dest, bitcast_cmp_value->Result(0),
bitcast_value->Result(0)});
auto* exchanged = b.Equal(ty.bool_(), swap, compare_value);
auto* result = b.Construct(result_type, swap, exchanged)->Result(0);
call->Result(0)->ReplaceAllUsesWith(result);
});
call->Destroy();
}
void AtomicSub(core::ir::BuiltinCall* call) {
b.InsertBefore(call, [&] {
auto args = call->Args();
if (args[1]->Type()->Is<core::type::I32>()) {
b.CallWithResult(call->DetachResult(), core::BuiltinFn::kAtomicAdd, args[0],
b.Negation(args[1]->Type(), args[1]));
} else {
// Negating a u32 isn't possible in the IR, so pass a fake GLSL function and
// handle in the printer.
b.CallWithResult<glsl::ir::BuiltinCall>(
call->DetachResult(), glsl::BuiltinFn::kAtomicSub,
Vector<core::ir::Value*, 2>{args[0], args[1]});
}
});
call->Destroy();
}
void AtomicLoad(core::ir::CoreBuiltinCall* call) {
// GLSL does not have an atomicLoad, so we emulate it with atomicOr using 0 as the OR
// value
b.InsertBefore(call, [&] {
auto args = call->Args();
b.CallWithResult(
call->DetachResult(), core::BuiltinFn::kAtomicOr, args[0],
b.Zero(args[0]->Type()->UnwrapPtr()->As<core::type::Atomic>()->Type()));
});
call->Destroy();
}
void Barrier(core::ir::CoreBuiltinCall* call) {
b.InsertBefore(call, [&] {
b.Call<glsl::ir::BuiltinCall>(ty.void_(), glsl::BuiltinFn::kBarrier);
switch (call->Func()) {
case core::BuiltinFn::kStorageBarrier:
b.Call<glsl::ir::BuiltinCall>(ty.void_(),
glsl::BuiltinFn::kMemoryBarrierBuffer);
break;
case core::BuiltinFn::kTextureBarrier:
b.Call<glsl::ir::BuiltinCall>(ty.void_(), glsl::BuiltinFn::kMemoryBarrierImage);
break;
default:
break;
}
});
call->Destroy();
}
void Select(core::ir::CoreBuiltinCall* call) {
Vector<core::ir::Value*, 4> args = call->Args();
// GLSL does not support ternary expressions with a bool vector conditional,
// so polyfill by manually creating a vector with each of the
// individual scalar ternaries.
if (auto* vec = call->Result(0)->Type()->As<core::type::Vector>()) {
Vector<core::ir::Value*, 4> construct_args;
b.InsertBefore(call, [&] {
auto* elm_ty = vec->Type();
for (uint32_t i = 0; i < vec->Width(); i++) {
auto* false_ = b.Swizzle(elm_ty, args[0], {i})->Result(0);
auto* true_ = b.Swizzle(elm_ty, args[1], {i})->Result(0);
auto* cond = b.Swizzle(elm_ty, args[2], {i})->Result(0);
auto* ternary = b.ir.CreateInstruction<glsl::ir::Ternary>(
b.InstructionResult(elm_ty),
Vector<core::ir::Value*, 3>{false_, true_, cond});
ternary->InsertBefore(call);
construct_args.Push(ternary->Result(0));
}
b.ConstructWithResult(call->DetachResult(), construct_args);
});
} else {
auto* ternary = b.ir.CreateInstruction<glsl::ir::Ternary>(call->DetachResult(), args);
ternary->InsertBefore(call);
}
call->Destroy();
}
};
} // namespace
Result<SuccessType> BuiltinPolyfill(core::ir::Module& ir) {
auto result = ValidateAndDumpIfNeeded(ir, "BuiltinPolyfill transform");
if (result != Success) {
return result.Failure();
}
State{ir}.Process();
return Success;
}
} // namespace tint::glsl::writer::raise