| // Copyright 2020 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_TRANSFORM_VERTEX_PULLING_H_ | |
| #define SRC_TRANSFORM_VERTEX_PULLING_H_ | |
| #include <memory> | |
| #include <string> | |
| #include <unordered_map> | |
| #include <vector> | |
| #include "src/transform/transform.h" | |
| namespace tint { | |
| namespace transform { | |
| /// Describes the format of data in a vertex buffer | |
| enum class VertexFormat { | |
| kVec2U8, | |
| kVec4U8, | |
| kVec2I8, | |
| kVec4I8, | |
| kVec2U8Norm, | |
| kVec4U8Norm, | |
| kVec2I8Norm, | |
| kVec4I8Norm, | |
| kVec2U16, | |
| kVec4U16, | |
| kVec2I16, | |
| kVec4I16, | |
| kVec2U16Norm, | |
| kVec4U16Norm, | |
| kVec2I16Norm, | |
| kVec4I16Norm, | |
| kVec2F16, | |
| kVec4F16, | |
| kF32, | |
| kVec2F32, | |
| kVec3F32, | |
| kVec4F32, | |
| kU32, | |
| kVec2U32, | |
| kVec3U32, | |
| kVec4U32, | |
| kI32, | |
| kVec2I32, | |
| kVec3I32, | |
| kVec4I32, | |
| kLastEntry = kVec4I32 | |
| }; | |
| /// Describes if a vertex attributes increments with vertex index or instance | |
| /// index | |
| enum class InputStepMode { kVertex, kInstance, kLastEntry = kInstance }; | |
| /// Describes a vertex attribute within a buffer | |
| struct VertexAttributeDescriptor { | |
| /// The format of the attribute | |
| VertexFormat format; | |
| /// The byte offset of the attribute in the buffer | |
| uint64_t offset; | |
| /// The shader location used for the attribute | |
| uint32_t shader_location; | |
| }; | |
| /// Describes a buffer containing multiple vertex attributes | |
| struct VertexBufferLayoutDescriptor { | |
| /// Constructor | |
| VertexBufferLayoutDescriptor(); | |
| /// Constructor | |
| /// @param in_array_stride the array stride of the in buffer | |
| /// @param in_step_mode the step mode of the in buffer | |
| /// @param in_attributes the in attributes | |
| VertexBufferLayoutDescriptor( | |
| uint64_t in_array_stride, | |
| InputStepMode in_step_mode, | |
| std::vector<VertexAttributeDescriptor> in_attributes); | |
| /// Copy constructor | |
| /// @param other the struct to copy | |
| VertexBufferLayoutDescriptor(const VertexBufferLayoutDescriptor& other); | |
| /// Assignment operator | |
| /// @param other the struct to copy | |
| /// @returns this struct | |
| VertexBufferLayoutDescriptor& operator=( | |
| const VertexBufferLayoutDescriptor& other); | |
| ~VertexBufferLayoutDescriptor(); | |
| /// The array stride used in the in buffer | |
| uint64_t array_stride = 0u; | |
| /// The input step mode used | |
| InputStepMode step_mode = InputStepMode::kVertex; | |
| /// The vertex attributes | |
| std::vector<VertexAttributeDescriptor> attributes; | |
| }; | |
| /// Describes vertex state, which consists of many buffers containing vertex | |
| /// attributes | |
| using VertexStateDescriptor = std::vector<VertexBufferLayoutDescriptor>; | |
| /// Converts a program to use vertex pulling | |
| /// | |
| /// Variables which accept vertex input are var<in> with a location decoration. | |
| /// This transform will convert those to be assigned from storage buffers | |
| /// instead. The intention is to allow vertex input to rely on a storage buffer | |
| /// clamping pass for out of bounds reads. We bind the storage buffers as arrays | |
| /// of u32, so any read to byte position `p` will actually need to read position | |
| /// `p / 4`, since `sizeof(u32) == 4`. | |
| /// | |
| /// `VertexFormat` represents the input type of the attribute. This isn't | |
| /// related to the type of the variable in the shader. For example, | |
| /// `VertexFormat::kVec2F16` tells us that the buffer will contain `f16` | |
| /// elements, to be read as vec2. In the shader, a user would make a `vec2<f32>` | |
| /// to be able to use them. The conversion between `f16` and `f32` will need to | |
| /// be handled by us (using unpack functions). | |
| /// | |
| /// To be clear, there won't be types such as `f16` or `u8` anywhere in WGSL | |
| /// code, but these are types that the data may arrive as. We need to convert | |
| /// these smaller types into the base types such as `f32` and `u32` for the | |
| /// shader to use. | |
| class VertexPulling : public Transform { | |
| public: | |
| /// Configuration options for the transform | |
| struct Config : public Castable<Config, Data> { | |
| /// Constructor | |
| Config(); | |
| /// Copy constructor | |
| Config(const Config&); | |
| /// Destructor | |
| ~Config() override; | |
| /// Assignment operator | |
| /// @returns this Config | |
| Config& operator=(const Config&); | |
| /// The entry point to add assignments into | |
| std::string entry_point_name; | |
| /// The vertex state descriptor, containing info about attributes | |
| VertexStateDescriptor vertex_state; | |
| /// The "group" we will put all our vertex buffers into (as storage buffers) | |
| /// Default to 4 as it is past the limits of user-accessible groups | |
| uint32_t pulling_group = 4u; | |
| }; | |
| /// Constructor | |
| VertexPulling(); | |
| /// Destructor | |
| ~VertexPulling() override; | |
| /// Runs the transform on `program`, returning the transformation result. | |
| /// @param program the source program to transform | |
| /// @param data optional extra transform-specific input data | |
| /// @returns the transformation result | |
| Output Run(const Program* program, const DataMap& data = {}) override; | |
| private: | |
| Config cfg_; | |
| }; | |
| } // namespace transform | |
| } // namespace tint | |
| #endif // SRC_TRANSFORM_VERTEX_PULLING_H_ |