234 lines
8.4 KiB
C++
234 lines
8.4 KiB
C++
/*
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* Copyright 2016-2019 Robert Konrad
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SPIRV_HLSL_HPP
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#define SPIRV_HLSL_HPP
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#include "spirv_glsl.hpp"
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#include <utility>
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namespace SPIRV_CROSS_NAMESPACE
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{
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// Interface which remaps vertex inputs to a fixed semantic name to make linking easier.
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struct HLSLVertexAttributeRemap
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{
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uint32_t location;
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std::string semantic;
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};
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// Specifying a root constant (d3d12) or push constant range (vulkan).
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//
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// `start` and `end` denotes the range of the root constant in bytes.
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// Both values need to be multiple of 4.
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struct RootConstants
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{
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uint32_t start;
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uint32_t end;
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uint32_t binding;
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uint32_t space;
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};
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class CompilerHLSL : public CompilerGLSL
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{
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public:
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struct Options
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{
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uint32_t shader_model = 30; // TODO: map ps_4_0_level_9_0,... somehow
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// Allows the PointSize builtin, and ignores it, as PointSize is not supported in HLSL.
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bool point_size_compat = false;
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// Allows the PointCoord builtin, returns float2(0.5, 0.5), as PointCoord is not supported in HLSL.
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bool point_coord_compat = false;
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// If true, the backend will assume that VertexIndex and InstanceIndex will need to apply
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// a base offset, and you will need to fill in a cbuffer with offsets.
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// Set to false if you know you will never use base instance or base vertex
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// functionality as it might remove an internal cbuffer.
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bool support_nonzero_base_vertex_base_instance = false;
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};
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explicit CompilerHLSL(std::vector<uint32_t> spirv_)
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: CompilerGLSL(std::move(spirv_))
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{
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}
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CompilerHLSL(const uint32_t *ir_, size_t size)
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: CompilerGLSL(ir_, size)
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{
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}
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explicit CompilerHLSL(const ParsedIR &ir_)
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: CompilerGLSL(ir_)
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{
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}
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explicit CompilerHLSL(ParsedIR &&ir_)
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: CompilerGLSL(std::move(ir_))
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{
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}
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const Options &get_hlsl_options() const
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{
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return hlsl_options;
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}
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void set_hlsl_options(const Options &opts)
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{
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hlsl_options = opts;
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}
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// Optionally specify a custom root constant layout.
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//
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// Push constants ranges will be split up according to the
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// layout specified.
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void set_root_constant_layouts(std::vector<RootConstants> layout);
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// Compiles and remaps vertex attributes at specific locations to a fixed semantic.
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// The default is TEXCOORD# where # denotes location.
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// Matrices are unrolled to vectors with notation ${SEMANTIC}_#, where # denotes row.
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// $SEMANTIC is either TEXCOORD# or a semantic name specified here.
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void add_vertex_attribute_remap(const HLSLVertexAttributeRemap &vertex_attributes);
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std::string compile() override;
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// This is a special HLSL workaround for the NumWorkGroups builtin.
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// This does not exist in HLSL, so the calling application must create a dummy cbuffer in
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// which the application will store this builtin.
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// The cbuffer layout will be:
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// cbuffer SPIRV_Cross_NumWorkgroups : register(b#, space#) { uint3 SPIRV_Cross_NumWorkgroups_count; };
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// This must be called before compile().
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// The function returns 0 if NumWorkGroups builtin is not statically used in the shader from the current entry point.
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// If non-zero, this returns the variable ID of a cbuffer which corresponds to
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// the cbuffer declared above. By default, no binding or descriptor set decoration is set,
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// so the calling application should declare explicit bindings on this ID before calling compile().
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VariableID remap_num_workgroups_builtin();
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private:
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std::string type_to_glsl(const SPIRType &type, uint32_t id = 0) override;
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std::string image_type_hlsl(const SPIRType &type, uint32_t id);
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std::string image_type_hlsl_modern(const SPIRType &type, uint32_t id);
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std::string image_type_hlsl_legacy(const SPIRType &type, uint32_t id);
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void emit_function_prototype(SPIRFunction &func, const Bitset &return_flags) override;
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void emit_hlsl_entry_point();
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void emit_header() override;
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void emit_resources();
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void emit_interface_block_globally(const SPIRVariable &type);
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void emit_interface_block_in_struct(const SPIRVariable &type, std::unordered_set<uint32_t> &active_locations);
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void emit_builtin_inputs_in_struct();
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void emit_builtin_outputs_in_struct();
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void emit_texture_op(const Instruction &i) override;
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void emit_instruction(const Instruction &instruction) override;
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void emit_glsl_op(uint32_t result_type, uint32_t result_id, uint32_t op, const uint32_t *args,
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uint32_t count) override;
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void emit_buffer_block(const SPIRVariable &type) override;
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void emit_push_constant_block(const SPIRVariable &var) override;
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void emit_uniform(const SPIRVariable &var) override;
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void emit_modern_uniform(const SPIRVariable &var);
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void emit_legacy_uniform(const SPIRVariable &var);
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void emit_specialization_constants_and_structs();
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void emit_composite_constants();
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void emit_fixup() override;
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std::string builtin_to_glsl(spv::BuiltIn builtin, spv::StorageClass storage) override;
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std::string layout_for_member(const SPIRType &type, uint32_t index) override;
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std::string to_interpolation_qualifiers(const Bitset &flags) override;
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std::string bitcast_glsl_op(const SPIRType &result_type, const SPIRType &argument_type) override;
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std::string to_func_call_arg(const SPIRFunction::Parameter &arg, uint32_t id) override;
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std::string to_sampler_expression(uint32_t id);
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std::string to_resource_binding(const SPIRVariable &var);
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std::string to_resource_binding_sampler(const SPIRVariable &var);
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std::string to_resource_register(char space, uint32_t binding, uint32_t set);
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void emit_sampled_image_op(uint32_t result_type, uint32_t result_id, uint32_t image_id, uint32_t samp_id) override;
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void emit_access_chain(const Instruction &instruction);
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void emit_load(const Instruction &instruction);
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std::string read_access_chain(const SPIRAccessChain &chain);
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void write_access_chain(const SPIRAccessChain &chain, uint32_t value);
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void emit_store(const Instruction &instruction);
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void emit_atomic(const uint32_t *ops, uint32_t length, spv::Op op);
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void emit_subgroup_op(const Instruction &i) override;
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void emit_block_hints(const SPIRBlock &block) override;
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void emit_struct_member(const SPIRType &type, uint32_t member_type_id, uint32_t index, const std::string &qualifier,
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uint32_t base_offset = 0) override;
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const char *to_storage_qualifiers_glsl(const SPIRVariable &var) override;
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void replace_illegal_names() override;
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Options hlsl_options;
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// TODO: Refactor this to be more similar to MSL, maybe have some common system in place?
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bool requires_op_fmod = false;
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bool requires_fp16_packing = false;
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bool requires_explicit_fp16_packing = false;
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bool requires_unorm8_packing = false;
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bool requires_snorm8_packing = false;
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bool requires_unorm16_packing = false;
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bool requires_snorm16_packing = false;
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bool requires_bitfield_insert = false;
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bool requires_bitfield_extract = false;
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bool requires_inverse_2x2 = false;
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bool requires_inverse_3x3 = false;
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bool requires_inverse_4x4 = false;
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bool requires_scalar_reflect = false;
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bool requires_scalar_refract = false;
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bool requires_scalar_faceforward = false;
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uint64_t required_textureSizeVariants = 0;
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void require_texture_query_variant(const SPIRType &type);
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enum TextureQueryVariantDim
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{
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Query1D = 0,
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Query1DArray,
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Query2D,
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Query2DArray,
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Query3D,
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QueryBuffer,
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QueryCube,
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QueryCubeArray,
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Query2DMS,
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Query2DMSArray,
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QueryDimCount
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};
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enum TextureQueryVariantType
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{
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QueryTypeFloat = 0,
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QueryTypeInt = 16,
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QueryTypeUInt = 32,
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QueryTypeCount = 3
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};
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void emit_builtin_variables();
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bool require_output = false;
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bool require_input = false;
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SmallVector<HLSLVertexAttributeRemap> remap_vertex_attributes;
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uint32_t type_to_consumed_locations(const SPIRType &type) const;
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void emit_io_block(const SPIRVariable &var);
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std::string to_semantic(uint32_t location, spv::ExecutionModel em, spv::StorageClass sc);
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uint32_t num_workgroups_builtin = 0;
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// Custom root constant layout, which should be emitted
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// when translating push constant ranges.
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std::vector<RootConstants> root_constants_layout;
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void validate_shader_model();
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};
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} // namespace SPIRV_CROSS_NAMESPACE
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#endif
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