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// 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.
#include "src/transform/vertex_pulling_transform.h"
#include <utility>
#include "src/ast/array_accessor_expression.h"
#include "src/ast/assignment_statement.h"
#include "src/ast/binary_expression.h"
#include "src/ast/bitcast_expression.h"
#include "src/ast/decorated_variable.h"
#include "src/ast/member_accessor_expression.h"
#include "src/ast/scalar_constructor_expression.h"
#include "src/ast/stride_decoration.h"
#include "src/ast/struct.h"
#include "src/ast/struct_block_decoration.h"
#include "src/ast/struct_decoration.h"
#include "src/ast/struct_member.h"
#include "src/ast/struct_member_offset_decoration.h"
#include "src/ast/type/array_type.h"
#include "src/ast/type/f32_type.h"
#include "src/ast/type/i32_type.h"
#include "src/ast/type/struct_type.h"
#include "src/ast/type/u32_type.h"
#include "src/ast/type/vector_type.h"
#include "src/ast/type_constructor_expression.h"
#include "src/ast/uint_literal.h"
#include "src/ast/variable_decl_statement.h"
namespace tint {
namespace transform {
namespace {
static const char kVertexBufferNamePrefix[] = "_tint_pulling_vertex_buffer_";
static const char kStructBufferName[] = "_tint_vertex_data";
static const char kStructName[] = "TintVertexData";
static const char kPullingPosVarName[] = "_tint_pulling_pos";
static const char kDefaultVertexIndexName[] = "_tint_pulling_vertex_index";
static const char kDefaultInstanceIndexName[] = "_tint_pulling_instance_index";
} // namespace
VertexPullingTransform::VertexPullingTransform(Context* ctx, ast::Module* mod)
: Transformer(ctx, mod) {}
VertexPullingTransform::~VertexPullingTransform() = default;
void VertexPullingTransform::SetVertexState(
std::unique_ptr<VertexStateDescriptor> vertex_state) {
vertex_state_ = std::move(vertex_state);
}
void VertexPullingTransform::SetEntryPoint(std::string entry_point) {
entry_point_name_ = std::move(entry_point);
}
void VertexPullingTransform::SetPullingBufferBindingSet(uint32_t number) {
pulling_set_ = number;
}
bool VertexPullingTransform::Run() {
// Check SetVertexState was called
if (vertex_state_ == nullptr) {
error_ = "SetVertexState not called";
return false;
}
// Find entry point
auto* func = mod_->FindFunctionByNameAndStage(entry_point_name_,
ast::PipelineStage::kVertex);
if (func == nullptr) {
error_ = "Vertex stage entry point not found";
return false;
}
// Save the vertex function
auto* vertex_func = mod_->FindFunctionByName(func->name());
// TODO(idanr): Need to check shader locations in descriptor cover all
// attributes
// TODO(idanr): Make sure we covered all error cases, to guarantee the
// following stages will pass
FindOrInsertVertexIndexIfUsed();
FindOrInsertInstanceIndexIfUsed();
ConvertVertexInputVariablesToPrivate();
AddVertexStorageBuffers();
AddVertexPullingPreamble(vertex_func);
return true;
}
std::string VertexPullingTransform::GetVertexBufferName(uint32_t index) {
return kVertexBufferNamePrefix + std::to_string(index);
}
void VertexPullingTransform::FindOrInsertVertexIndexIfUsed() {
bool uses_vertex_step_mode = false;
for (const VertexBufferLayoutDescriptor& buffer_layout :
vertex_state_->vertex_buffers) {
if (buffer_layout.step_mode == InputStepMode::kVertex) {
uses_vertex_step_mode = true;
break;
}
}
if (!uses_vertex_step_mode) {
return;
}
// Look for an existing vertex index builtin
for (auto* v : mod_->global_variables()) {
if (!v->IsDecorated() || v->storage_class() != ast::StorageClass::kInput) {
continue;
}
for (auto* d : v->AsDecorated()->decorations()) {
if (d->IsBuiltin() &&
d->AsBuiltin()->value() == ast::Builtin::kVertexIdx) {
vertex_index_name_ = v->name();
return;
}
}
}
// We didn't find a vertex index builtin, so create one
vertex_index_name_ = kDefaultVertexIndexName;
auto* var = create<ast::DecoratedVariable>(create<ast::Variable>(
vertex_index_name_, ast::StorageClass::kInput, GetI32Type()));
ast::VariableDecorationList decorations;
decorations.push_back(
create<ast::BuiltinDecoration>(ast::Builtin::kVertexIdx, Source{}));
var->set_decorations(std::move(decorations));
mod_->AddGlobalVariable(var);
}
void VertexPullingTransform::FindOrInsertInstanceIndexIfUsed() {
bool uses_instance_step_mode = false;
for (const VertexBufferLayoutDescriptor& buffer_layout :
vertex_state_->vertex_buffers) {
if (buffer_layout.step_mode == InputStepMode::kInstance) {
uses_instance_step_mode = true;
break;
}
}
if (!uses_instance_step_mode) {
return;
}
// Look for an existing instance index builtin
for (auto* v : mod_->global_variables()) {
if (!v->IsDecorated() || v->storage_class() != ast::StorageClass::kInput) {
continue;
}
for (auto* d : v->AsDecorated()->decorations()) {
if (d->IsBuiltin() &&
d->AsBuiltin()->value() == ast::Builtin::kInstanceIdx) {
instance_index_name_ = v->name();
return;
}
}
}
// We didn't find an instance index builtin, so create one
instance_index_name_ = kDefaultInstanceIndexName;
auto* var = create<ast::DecoratedVariable>(create<ast::Variable>(
instance_index_name_, ast::StorageClass::kInput, GetI32Type()));
ast::VariableDecorationList decorations;
decorations.push_back(
create<ast::BuiltinDecoration>(ast::Builtin::kInstanceIdx, Source{}));
var->set_decorations(std::move(decorations));
mod_->AddGlobalVariable(var);
}
void VertexPullingTransform::ConvertVertexInputVariablesToPrivate() {
for (auto*& v : mod_->global_variables()) {
if (!v->IsDecorated() || v->storage_class() != ast::StorageClass::kInput) {
continue;
}
for (auto* d : v->AsDecorated()->decorations()) {
if (!d->IsLocation()) {
continue;
}
uint32_t location = d->AsLocation()->value();
// This is where the replacement happens. Expressions use identifier
// strings instead of pointers, so we don't need to update any other place
// in the AST.
v = create<ast::Variable>(v->name(), ast::StorageClass::kPrivate,
v->type());
location_to_var_[location] = v;
break;
}
}
}
void VertexPullingTransform::AddVertexStorageBuffers() {
// TODO(idanr): Make this readonly https://github.com/gpuweb/gpuweb/issues/935
// The array inside the struct definition
auto internal_array = std::make_unique<ast::type::ArrayType>(GetU32Type());
ast::ArrayDecorationList ary_decos;
ary_decos.push_back(create<ast::StrideDecoration>(4u, Source{}));
internal_array->set_decorations(std::move(ary_decos));
auto* internal_array_type = mod_->type_mgr().Get(std::move(internal_array));
// Creating the struct type
ast::StructMemberList members;
ast::StructMemberDecorationList member_dec;
member_dec.push_back(create<ast::StructMemberOffsetDecoration>(0u, Source{}));
members.push_back(create<ast::StructMember>(
kStructBufferName, internal_array_type, std::move(member_dec)));
ast::StructDecorationList decos;
decos.push_back(create<ast::StructBlockDecoration>(Source{}));
auto* struct_type =
mod_->type_mgr().Get(std::make_unique<ast::type::StructType>(
kStructName,
create<ast::Struct>(std::move(decos), std::move(members))));
for (uint32_t i = 0; i < vertex_state_->vertex_buffers.size(); ++i) {
// The decorated variable with struct type
auto* var = create<ast::DecoratedVariable>(
create<ast::Variable>(GetVertexBufferName(i),
ast::StorageClass::kStorageBuffer, struct_type));
// Add decorations
ast::VariableDecorationList decorations;
decorations.push_back(create<ast::BindingDecoration>(i, Source{}));
decorations.push_back(create<ast::SetDecoration>(pulling_set_, Source{}));
var->set_decorations(std::move(decorations));
mod_->AddGlobalVariable(var);
}
mod_->AddConstructedType(struct_type);
}
void VertexPullingTransform::AddVertexPullingPreamble(
ast::Function* vertex_func) {
// Assign by looking at the vertex descriptor to find attributes with matching
// location.
// A block statement allowing us to use append instead of insert
auto* block = create<ast::BlockStatement>();
// Declare the |kPullingPosVarName| variable in the shader
auto* pos_declaration =
create<ast::VariableDeclStatement>(create<ast::Variable>(
kPullingPosVarName, ast::StorageClass::kFunction, GetI32Type()));
// |kPullingPosVarName| refers to the byte location of the current read. We
// declare a variable in the shader to avoid having to reuse Expression
// objects.
block->append(pos_declaration);
for (uint32_t i = 0; i < vertex_state_->vertex_buffers.size(); ++i) {
const VertexBufferLayoutDescriptor& buffer_layout =
vertex_state_->vertex_buffers[i];
for (const VertexAttributeDescriptor& attribute_desc :
buffer_layout.attributes) {
auto it = location_to_var_.find(attribute_desc.shader_location);
if (it == location_to_var_.end()) {
continue;
}
auto* v = it->second;
// Identifier to index by
auto* index_identifier = create<ast::IdentifierExpression>(
buffer_layout.step_mode == InputStepMode::kVertex
? vertex_index_name_
: instance_index_name_);
// An expression for the start of the read in the buffer in bytes
auto* pos_value = create<ast::BinaryExpression>(
ast::BinaryOp::kAdd,
create<ast::BinaryExpression>(
ast::BinaryOp::kMultiply, index_identifier,
GenUint(static_cast<uint32_t>(buffer_layout.array_stride))),
GenUint(static_cast<uint32_t>(attribute_desc.offset)));
// Update position of the read
auto* set_pos_expr = create<ast::AssignmentStatement>(
CreatePullingPositionIdent(), pos_value);
block->append(set_pos_expr);
block->append(create<ast::AssignmentStatement>(
create<ast::IdentifierExpression>(v->name()),
AccessByFormat(i, attribute_desc.format)));
}
}
vertex_func->body()->insert(0, block);
}
ast::Expression* VertexPullingTransform::GenUint(uint32_t value) {
return create<ast::ScalarConstructorExpression>(
create<ast::UintLiteral>(GetU32Type(), value));
}
ast::Expression* VertexPullingTransform::CreatePullingPositionIdent() {
return create<ast::IdentifierExpression>(kPullingPosVarName);
}
ast::Expression* VertexPullingTransform::AccessByFormat(uint32_t buffer,
VertexFormat format) {
// TODO(idanr): this doesn't account for the format of the attribute in the
// shader. ex: vec<u32> in shader, and attribute claims VertexFormat::Float4
// right now, we would try to assign a vec4<f32> to this attribute, but we
// really need to assign a vec4<u32> by casting.
// We could split this function to first do memory accesses and unpacking into
// int/uint/float1-4/etc, then convert that variable to a var<in> with the
// conversion defined in the WebGPU spec.
switch (format) {
case VertexFormat::kU32:
return AccessU32(buffer, CreatePullingPositionIdent());
case VertexFormat::kI32:
return AccessI32(buffer, CreatePullingPositionIdent());
case VertexFormat::kF32:
return AccessF32(buffer, CreatePullingPositionIdent());
case VertexFormat::kVec2F32:
return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 2);
case VertexFormat::kVec3F32:
return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 3);
case VertexFormat::kVec4F32:
return AccessVec(buffer, 4, GetF32Type(), VertexFormat::kF32, 4);
default:
return nullptr;
}
}
ast::Expression* VertexPullingTransform::AccessU32(uint32_t buffer,
ast::Expression* pos) {
// Here we divide by 4, since the buffer is uint32 not uint8. The input buffer
// has byte offsets for each attribute, and we will convert it to u32 indexes
// by dividing. Then, that element is going to be read, and if needed,
// unpacked into an appropriate variable. All reads should end up here as a
// base case.
return create<ast::ArrayAccessorExpression>(
create<ast::MemberAccessorExpression>(
create<ast::IdentifierExpression>(GetVertexBufferName(buffer)),
create<ast::IdentifierExpression>(kStructBufferName)),
create<ast::BinaryExpression>(ast::BinaryOp::kDivide, pos, GenUint(4)));
}
ast::Expression* VertexPullingTransform::AccessI32(uint32_t buffer,
ast::Expression* pos) {
// as<T> reinterprets bits
return create<ast::BitcastExpression>(GetI32Type(), AccessU32(buffer, pos));
}
ast::Expression* VertexPullingTransform::AccessF32(uint32_t buffer,
ast::Expression* pos) {
// as<T> reinterprets bits
return create<ast::BitcastExpression>(GetF32Type(), AccessU32(buffer, pos));
}
ast::Expression* VertexPullingTransform::AccessPrimitive(uint32_t buffer,
ast::Expression* pos,
VertexFormat format) {
// This function uses a position expression to read, rather than using the
// position variable. This allows us to read from offset positions relative to
// |kPullingPosVarName|. We can't call AccessByFormat because it reads only
// from the position variable.
switch (format) {
case VertexFormat::kU32:
return AccessU32(buffer, pos);
case VertexFormat::kI32:
return AccessI32(buffer, pos);
case VertexFormat::kF32:
return AccessF32(buffer, pos);
default:
return nullptr;
}
}
ast::Expression* VertexPullingTransform::AccessVec(uint32_t buffer,
uint32_t element_stride,
ast::type::Type* base_type,
VertexFormat base_format,
uint32_t count) {
ast::ExpressionList expr_list;
for (uint32_t i = 0; i < count; ++i) {
// Offset read position by element_stride for each component
auto* cur_pos = create<ast::BinaryExpression>(ast::BinaryOp::kAdd,
CreatePullingPositionIdent(),
GenUint(element_stride * i));
expr_list.push_back(AccessPrimitive(buffer, cur_pos, base_format));
}
return create<ast::TypeConstructorExpression>(
mod_->type_mgr().Get(
std::make_unique<ast::type::VectorType>(base_type, count)),
std::move(expr_list));
}
ast::type::Type* VertexPullingTransform::GetU32Type() {
return mod_->type_mgr().Get(std::make_unique<ast::type::U32Type>());
}
ast::type::Type* VertexPullingTransform::GetI32Type() {
return mod_->type_mgr().Get(std::make_unique<ast::type::I32Type>());
}
ast::type::Type* VertexPullingTransform::GetF32Type() {
return mod_->type_mgr().Get(std::make_unique<ast::type::F32Type>());
}
VertexBufferLayoutDescriptor::VertexBufferLayoutDescriptor() = default;
VertexBufferLayoutDescriptor::VertexBufferLayoutDescriptor(
uint64_t in_array_stride,
InputStepMode in_step_mode,
std::vector<VertexAttributeDescriptor> in_attributes)
: array_stride(in_array_stride),
step_mode(in_step_mode),
attributes(std::move(in_attributes)) {}
VertexBufferLayoutDescriptor::VertexBufferLayoutDescriptor(
const VertexBufferLayoutDescriptor& other)
: array_stride(other.array_stride),
step_mode(other.step_mode),
attributes(other.attributes) {}
VertexBufferLayoutDescriptor::~VertexBufferLayoutDescriptor() = default;
VertexStateDescriptor::VertexStateDescriptor() = default;
VertexStateDescriptor::VertexStateDescriptor(
std::vector<VertexBufferLayoutDescriptor> in_vertex_buffers)
: vertex_buffers(std::move(in_vertex_buffers)) {}
VertexStateDescriptor::VertexStateDescriptor(const VertexStateDescriptor& other)
: vertex_buffers(other.vertex_buffers) {}
VertexStateDescriptor::~VertexStateDescriptor() = default;
} // namespace transform
} // namespace tint