godot/thirdparty/spirv-cross/include/spirv_cross/internal_interface.hpp

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/*
* Copyright 2015-2017 ARM Limited
* SPDX-License-Identifier: Apache-2.0
*
* 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 SPIRV_CROSS_INTERNAL_INTERFACE_HPP
#define SPIRV_CROSS_INTERNAL_INTERFACE_HPP
// This file must only be included by the shader generated by spirv-cross!
#ifndef GLM_FORCE_SWIZZLE
#define GLM_FORCE_SWIZZLE
#endif
#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#endif
#include <glm/glm.hpp>
#include "barrier.hpp"
#include "external_interface.h"
#include "image.hpp"
#include "sampler.hpp"
#include "thread_group.hpp"
#include <assert.h>
#include <stdint.h>
namespace internal
{
// Adaptor helpers to adapt GLSL access chain syntax to C++.
// Don't bother with arrays of arrays on uniforms ...
// Would likely need horribly complex variadic template munging.
template <typename T>
struct Interface
{
enum
{
ArraySize = 1,
Size = sizeof(T)
};
Interface()
: ptr(0)
{
}
T &get()
{
assert(ptr);
return *ptr;
}
T *ptr;
};
// For array types, return a pointer instead.
template <typename T, unsigned U>
struct Interface<T[U]>
{
enum
{
ArraySize = U,
Size = U * sizeof(T)
};
Interface()
: ptr(0)
{
}
T *get()
{
assert(ptr);
return ptr;
}
T *ptr;
};
// For case when array size is 1, avoid double dereference.
template <typename T>
struct PointerInterface
{
enum
{
ArraySize = 1,
Size = sizeof(T *)
};
enum
{
PreDereference = true
};
PointerInterface()
: ptr(0)
{
}
T &get()
{
assert(ptr);
return *ptr;
}
T *ptr;
};
// Automatically converts a pointer down to reference to match GLSL syntax.
template <typename T>
struct DereferenceAdaptor
{
DereferenceAdaptor(T **ptr)
: ptr(ptr)
{
}
T &operator[](unsigned index) const
{
return *(ptr[index]);
}
T **ptr;
};
// We can't have a linear array of T* since T* can be an abstract type in case of samplers.
// We also need a list of pointers since we can have run-time length SSBOs.
template <typename T, unsigned U>
struct PointerInterface<T[U]>
{
enum
{
ArraySize = U,
Size = sizeof(T *) * U
};
enum
{
PreDereference = false
};
PointerInterface()
: ptr(0)
{
}
DereferenceAdaptor<T> get()
{
assert(ptr);
return DereferenceAdaptor<T>(ptr);
}
T **ptr;
};
// Resources can be more abstract and be unsized,
// so we need to have an array of pointers for those cases.
template <typename T>
struct Resource : PointerInterface<T>
{
};
// POD with no unknown sizes, so we can express these as flat arrays.
template <typename T>
struct UniformConstant : Interface<T>
{
};
template <typename T>
struct StageInput : Interface<T>
{
};
template <typename T>
struct StageOutput : Interface<T>
{
};
template <typename T>
struct PushConstant : Interface<T>
{
};
}
struct spirv_cross_shader
{
struct PPSize
{
PPSize()
: ptr(0)
, size(0)
{
}
void **ptr;
size_t size;
};
struct PPSizeResource
{
PPSizeResource()
: ptr(0)
, size(0)
, pre_dereference(false)
{
}
void **ptr;
size_t size;
bool pre_dereference;
};
PPSizeResource resources[SPIRV_CROSS_NUM_DESCRIPTOR_SETS][SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS];
PPSize stage_inputs[SPIRV_CROSS_NUM_STAGE_INPUTS];
PPSize stage_outputs[SPIRV_CROSS_NUM_STAGE_OUTPUTS];
PPSize uniform_constants[SPIRV_CROSS_NUM_UNIFORM_CONSTANTS];
PPSize push_constant;
PPSize builtins[SPIRV_CROSS_NUM_BUILTINS];
template <typename U>
void register_builtin(spirv_cross_builtin builtin, const U &value)
{
assert(!builtins[builtin].ptr);
builtins[builtin].ptr = (void **)&value.ptr;
builtins[builtin].size = sizeof(*value.ptr) * U::ArraySize;
}
void set_builtin(spirv_cross_builtin builtin, void *data, size_t size)
{
assert(builtins[builtin].ptr);
assert(size >= builtins[builtin].size);
*builtins[builtin].ptr = data;
}
template <typename U>
void register_resource(const internal::Resource<U> &value, unsigned set, unsigned binding)
{
assert(set < SPIRV_CROSS_NUM_DESCRIPTOR_SETS);
assert(binding < SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS);
assert(!resources[set][binding].ptr);
resources[set][binding].ptr = (void **)&value.ptr;
resources[set][binding].size = internal::Resource<U>::Size;
resources[set][binding].pre_dereference = internal::Resource<U>::PreDereference;
}
template <typename U>
void register_stage_input(const internal::StageInput<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_STAGE_INPUTS);
assert(!stage_inputs[location].ptr);
stage_inputs[location].ptr = (void **)&value.ptr;
stage_inputs[location].size = internal::StageInput<U>::Size;
}
template <typename U>
void register_stage_output(const internal::StageOutput<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_STAGE_OUTPUTS);
assert(!stage_outputs[location].ptr);
stage_outputs[location].ptr = (void **)&value.ptr;
stage_outputs[location].size = internal::StageOutput<U>::Size;
}
template <typename U>
void register_uniform_constant(const internal::UniformConstant<U> &value, unsigned location)
{
assert(location < SPIRV_CROSS_NUM_UNIFORM_CONSTANTS);
assert(!uniform_constants[location].ptr);
uniform_constants[location].ptr = (void **)&value.ptr;
uniform_constants[location].size = internal::UniformConstant<U>::Size;
}
template <typename U>
void register_push_constant(const internal::PushConstant<U> &value)
{
assert(!push_constant.ptr);
push_constant.ptr = (void **)&value.ptr;
push_constant.size = internal::PushConstant<U>::Size;
}
void set_stage_input(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_STAGE_INPUTS);
assert(stage_inputs[location].ptr);
assert(size >= stage_inputs[location].size);
*stage_inputs[location].ptr = data;
}
void set_stage_output(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_STAGE_OUTPUTS);
assert(stage_outputs[location].ptr);
assert(size >= stage_outputs[location].size);
*stage_outputs[location].ptr = data;
}
void set_uniform_constant(unsigned location, void *data, size_t size)
{
assert(location < SPIRV_CROSS_NUM_UNIFORM_CONSTANTS);
assert(uniform_constants[location].ptr);
assert(size >= uniform_constants[location].size);
*uniform_constants[location].ptr = data;
}
void set_push_constant(void *data, size_t size)
{
assert(push_constant.ptr);
assert(size >= push_constant.size);
*push_constant.ptr = data;
}
void set_resource(unsigned set, unsigned binding, void **data, size_t size)
{
assert(set < SPIRV_CROSS_NUM_DESCRIPTOR_SETS);
assert(binding < SPIRV_CROSS_NUM_DESCRIPTOR_BINDINGS);
assert(resources[set][binding].ptr);
assert(size >= resources[set][binding].size);
// We're using the regular PointerInterface, dereference ahead of time.
if (resources[set][binding].pre_dereference)
*resources[set][binding].ptr = *data;
else
*resources[set][binding].ptr = data;
}
};
namespace spirv_cross
{
template <typename T>
struct BaseShader : spirv_cross_shader
{
void invoke()
{
static_cast<T *>(this)->main();
}
};
struct FragmentResources
{
internal::StageOutput<glm::vec4> gl_FragCoord;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_FRAG_COORD, gl_FragCoord);
}
#define gl_FragCoord __res->gl_FragCoord.get()
};
template <typename T, typename Res>
struct FragmentShader : BaseShader<FragmentShader<T, Res>>
{
inline void main()
{
impl.main();
}
FragmentShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct VertexResources
{
internal::StageOutput<glm::vec4> gl_Position;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_POSITION, gl_Position);
}
#define gl_Position __res->gl_Position.get()
};
template <typename T, typename Res>
struct VertexShader : BaseShader<VertexShader<T, Res>>
{
inline void main()
{
impl.main();
}
VertexShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct TessEvaluationResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct TessEvaluationShader : BaseShader<TessEvaluationShader<T, Res>>
{
inline void main()
{
impl.main();
}
TessEvaluationShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct TessControlResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct TessControlShader : BaseShader<TessControlShader<T, Res>>
{
inline void main()
{
impl.main();
}
TessControlShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct GeometryResources
{
inline void init(spirv_cross_shader &)
{
}
};
template <typename T, typename Res>
struct GeometryShader : BaseShader<GeometryShader<T, Res>>
{
inline void main()
{
impl.main();
}
GeometryShader()
{
resources.init(*this);
impl.__res = &resources;
}
T impl;
Res resources;
};
struct ComputeResources
{
internal::StageInput<glm::uvec3> gl_WorkGroupID__;
internal::StageInput<glm::uvec3> gl_NumWorkGroups__;
void init(spirv_cross_shader &s)
{
s.register_builtin(SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, gl_WorkGroupID__);
s.register_builtin(SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, gl_NumWorkGroups__);
}
#define gl_WorkGroupID __res->gl_WorkGroupID__.get()
#define gl_NumWorkGroups __res->gl_NumWorkGroups__.get()
Barrier barrier__;
#define barrier() __res->barrier__.wait()
};
struct ComputePrivateResources
{
uint32_t gl_LocalInvocationIndex__;
#define gl_LocalInvocationIndex __priv_res.gl_LocalInvocationIndex__
glm::uvec3 gl_LocalInvocationID__;
#define gl_LocalInvocationID __priv_res.gl_LocalInvocationID__
glm::uvec3 gl_GlobalInvocationID__;
#define gl_GlobalInvocationID __priv_res.gl_GlobalInvocationID__
};
template <typename T, typename Res, unsigned WorkGroupX, unsigned WorkGroupY, unsigned WorkGroupZ>
struct ComputeShader : BaseShader<ComputeShader<T, Res, WorkGroupX, WorkGroupY, WorkGroupZ>>
{
inline void main()
{
resources.barrier__.reset_counter();
for (unsigned z = 0; z < WorkGroupZ; z++)
for (unsigned y = 0; y < WorkGroupY; y++)
for (unsigned x = 0; x < WorkGroupX; x++)
impl[z][y][x].__priv_res.gl_GlobalInvocationID__ =
glm::uvec3(WorkGroupX, WorkGroupY, WorkGroupZ) * resources.gl_WorkGroupID__.get() +
glm::uvec3(x, y, z);
group.run();
group.wait();
}
ComputeShader()
: group(&impl[0][0][0])
{
resources.init(*this);
resources.barrier__.set_release_divisor(WorkGroupX * WorkGroupY * WorkGroupZ);
unsigned i = 0;
for (unsigned z = 0; z < WorkGroupZ; z++)
{
for (unsigned y = 0; y < WorkGroupY; y++)
{
for (unsigned x = 0; x < WorkGroupX; x++)
{
impl[z][y][x].__priv_res.gl_LocalInvocationID__ = glm::uvec3(x, y, z);
impl[z][y][x].__priv_res.gl_LocalInvocationIndex__ = i++;
impl[z][y][x].__res = &resources;
}
}
}
}
T impl[WorkGroupZ][WorkGroupY][WorkGroupX];
ThreadGroup<T, WorkGroupX * WorkGroupY * WorkGroupZ> group;
Res resources;
};
inline void memoryBarrierShared()
{
Barrier::memoryBarrier();
}
inline void memoryBarrier()
{
Barrier::memoryBarrier();
}
// TODO: Rest of the barriers.
// Atomics
template <typename T>
inline T atomicAdd(T &v, T a)
{
static_assert(sizeof(std::atomic<T>) == sizeof(T), "Cannot cast properly to std::atomic<T>.");
// We need explicit memory barriers in GLSL to enfore any ordering.
// FIXME: Can we really cast this? There is no other way I think ...
return std::atomic_fetch_add_explicit(reinterpret_cast<std::atomic<T> *>(&v), a, std::memory_order_relaxed);
}
}
void spirv_cross_set_stage_input(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_stage_input(location, data, size);
}
void spirv_cross_set_stage_output(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_stage_output(location, data, size);
}
void spirv_cross_set_uniform_constant(spirv_cross_shader_t *shader, unsigned location, void *data, size_t size)
{
shader->set_uniform_constant(location, data, size);
}
void spirv_cross_set_resource(spirv_cross_shader_t *shader, unsigned set, unsigned binding, void **data, size_t size)
{
shader->set_resource(set, binding, data, size);
}
void spirv_cross_set_push_constant(spirv_cross_shader_t *shader, void *data, size_t size)
{
shader->set_push_constant(data, size);
}
void spirv_cross_set_builtin(spirv_cross_shader_t *shader, spirv_cross_builtin builtin, void *data, size_t size)
{
shader->set_builtin(builtin, data, size);
}
#endif