// Copyright 2020 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. #ifndef SRC_TINT_LANG_WGSL_AST_TRANSFORM_VERTEX_PULLING_H_ #define SRC_TINT_LANG_WGSL_AST_TRANSFORM_VERTEX_PULLING_H_ #include <memory> #include <string> #include <unordered_map> #include <vector> #include "src/tint/lang/wgsl/ast/transform/transform.h" #include "src/tint/utils/reflection/reflection.h" namespace tint::ast::transform { /// Describes the format of data in a vertex buffer enum class VertexFormat { … }; /// Describes if a vertex attributes increments with vertex index or instance /// index enum class VertexStepMode { … }; /// Describes a vertex attribute within a buffer struct VertexAttributeDescriptor { … }; /// Describes a buffer containing multiple vertex attributes struct VertexBufferLayoutDescriptor { … }; /// Describes vertex state, which consists of many buffers containing vertex /// attributes VertexStateDescriptor; /// Converts a program to use vertex pulling /// /// Variables which accept vertex input are var<in> with a location attribute. /// 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. /// /// The SingleEntryPoint transform must have run before VertexPulling. class VertexPulling final : public Castable<VertexPulling, Transform> { … }; } // namespace tint::ast::transform tint // namespace tint #endif // SRC_TINT_LANG_WGSL_AST_TRANSFORM_VERTEX_PULLING_H_