diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-09-07 14:35:07 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-09-11 09:50:56 -0700 |
| commit | 14137cbd2ddd7deebcdf8cc85c30d534bec8e40b (patch) | |
| tree | 5f9b010837de0c78f2f96e59388bf76e4cbd8575 /source/slang/core.meta.slang.cpp | |
| parent | 0e566a63f0bafb7def65521315e9f19a2bc79e34 (diff) | |
Initial work on boilerplate code generator
The goal here is to get the Slang "standard library" code out of string literals and into something a bit more like an actual code file.
This is handled by having a `slang-generate` tool that can translate a "template" file that mixes raw Slang code (or any language we want to generate...) with generation logic that is implemented in C++ (currently).
This work isn't final by any stretch of the imagination, but it moves a lot of code and not merging it ASAP will complicate other changes.
My expectation is that the generator tool will be beefed up on an as-needed basis, to get our stdlib code working.
Similarly, the stdlib code does not really take advantage of the new approach as much as it could. That is something we can clean up along the way as we do modifications of the stdlib.
Diffstat (limited to 'source/slang/core.meta.slang.cpp')
| -rw-r--r-- | source/slang/core.meta.slang.cpp | 910 |
1 files changed, 910 insertions, 0 deletions
diff --git a/source/slang/core.meta.slang.cpp b/source/slang/core.meta.slang.cpp new file mode 100644 index 000000000..8395f11f5 --- /dev/null +++ b/source/slang/core.meta.slang.cpp @@ -0,0 +1,910 @@ +sb << "// Slang `core` library\n"; +sb << "\n"; +sb << "// A type that can be used as an operand for builtins\n"; +sb << "interface __BuiltinType {}\n"; +sb << "\n"; +sb << "// A type that can be used for arithmetic operations\n"; +sb << "interface __BuiltinArithmeticType : __BuiltinType {}\n"; +sb << "\n"; +sb << "// A type that logically has a sign (positive/negative/zero)\n"; +sb << "interface __BuiltinSignedArithmeticType : __BuiltinArithmeticType {}\n"; +sb << "\n"; +sb << "// A type that can represent integers\n"; +sb << "interface __BuiltinIntegerType : __BuiltinArithmeticType {}\n"; +sb << "\n"; +sb << "// A type that can represent non-integers\n"; +sb << "interface __BuiltinRealType : __BuiltinArithmeticType {}\n"; +sb << "\n"; +sb << "// A type that uses a floating-point representation\n"; +sb << "interface __BuiltinFloatingPointType : __BuiltinRealType, __BuiltinSignedArithmeticType {}\n"; +sb << "\n"; +sb << "__generic<T,U> __intrinsic_op(Sequence) U operator,(T left, U right);\n"; +sb << "\n"; +sb << "__generic<T> __intrinsic_op(select) T operator?:(bool condition, T ifTrue, T ifFalse);\n"; +sb << "__generic<T, let N : int> __intrinsic_op(select) vector<T,N> operator?:(vector<bool,N> condition, vector<T,N> ifTrue, vector<T,N> ifFalse);\n"; +sb << "\n"; +sb << ""; + +// We are going to use code generation to produce the +// declarations for all of our base types. + +static const int kBaseTypeCount = sizeof(kBaseTypes) / sizeof(kBaseTypes[0]); +for (int tt = 0; tt < kBaseTypeCount; ++tt) +{ + EMIT_LINE_DIRECTIVE(); + sb << "__builtin_type(" << int(kBaseTypes[tt].tag) << ") struct " << kBaseTypes[tt].name; + + // Declare interface conformances for this type + + sb << "\n : __BuiltinType\n"; + + switch (kBaseTypes[tt].tag) + { + case BaseType::Float: + sb << "\n , __BuiltinFloatingPointType\n"; + sb << "\n , __BuiltinRealType\n"; + // fall through to: + case BaseType::Int: + sb << "\n , __BuiltinSignedArithmeticType\n"; + // fall through to: + case BaseType::UInt: + case BaseType::UInt64: + sb << "\n , __BuiltinArithmeticType\n"; + // fall through to: + case BaseType::Bool: + sb << "\n , __BuiltinType\n"; + break; + + default: + break; + } + + sb << "\n{\n"; + + + // Declare initializers to convert from various other types + for (int ss = 0; ss < kBaseTypeCount; ++ss) + { + // Don't allow conversion from `void` + if (kBaseTypes[ss].tag == BaseType::Void) + continue; + + // We need to emit a modifier so that the semantic-checking + // layer will know it can use these operations for implicit + // conversion. + ConversionCost conversionCost = getBaseTypeConversionCost( + kBaseTypes[tt], + kBaseTypes[ss]); + + EMIT_LINE_DIRECTIVE(); + sb << "__implicit_conversion(" << conversionCost << ")\n"; + + EMIT_LINE_DIRECTIVE(); + sb << "__init(" << kBaseTypes[ss].name << " value);\n"; + } + + sb << "};\n"; +} + + + +// Declare vector and matrix types + +sb << "__generic<T = float, let N : int = 4> __magic_type(Vector) struct vector\n{\n"; +sb << " typedef T Element;\n"; + +// Declare initializer taking a single scalar of the elemnt type +sb << " __implicit_conversion(" << kConversionCost_ScalarToVector << ")\n"; +sb << " __init(T value);\n"; + +sb << "};\n"; + +// TODO: Probably need to do similar +sb << "\n"; +sb << "\n"; +sb << "__generic<T = float, let R : int = 4, let C : int = 4>\n"; +sb << "__magic_type(Matrix)\n"; +sb << "struct matrix {};\n"; +sb << "\n"; +sb << ""; + + + + +static const struct { + char const* name; + char const* glslPrefix; +} kTypes[] = +{ + {"float", ""}, + {"int", "i"}, + {"uint", "u"}, + {"bool", "b"}, +}; +static const int kTypeCount = sizeof(kTypes) / sizeof(kTypes[0]); + +for (int tt = 0; tt < kTypeCount; ++tt) +{ + // Declare HLSL vector types + for (int ii = 1; ii <= 4; ++ii) + { + sb << "typedef vector<" << kTypes[tt].name << "," << ii << "> " << kTypes[tt].name << ii << ";\n"; + } + + // Declare HLSL matrix types + for (int rr = 2; rr <= 4; ++rr) + for (int cc = 2; cc <= 4; ++cc) + { + sb << "typedef matrix<" << kTypes[tt].name << "," << rr << "," << cc << "> " << kTypes[tt].name << rr << "x" << cc << ";\n"; + } +} + +// Declare additional built-in generic types +// EMIT_LINE_DIRECTIVE(); + + +sb << "__generic<T>\n"; +sb << "__intrinsic_type(" << kIROp_ConstantBufferType << ")\n"; +sb << "__magic_type(ConstantBuffer) struct ConstantBuffer {};\n"; + +sb << "__generic<T>\n"; +sb << "__intrinsic_type(" << kIROp_TextureBufferType << ")\n"; +sb << "__magic_type(TextureBuffer) struct TextureBuffer {};\n"; + + +static const char* kComponentNames[]{ "x", "y", "z", "w" }; +static const char* kVectorNames[]{ "", "x", "xy", "xyz", "xyzw" }; + +// Need to add constructors to the types above +for (int N = 2; N <= 4; ++N) +{ + sb << "__generic<T> __extension vector<T, " << N << ">\n{\n"; + + // initialize from N scalars + sb << "__init("; + for (int ii = 0; ii < N; ++ii) + { + if (ii != 0) sb << ", "; + sb << "T " << kComponentNames[ii]; + } + sb << ");\n"; + + // Initialize from an M-vector and then scalars + for (int M = 2; M < N; ++M) + { + sb << "__init(vector<T," << M << "> " << kVectorNames[M]; + for (int ii = M; ii < N; ++ii) + { + sb << ", T " << kComponentNames[ii]; + } + sb << ");\n"; + } + + // initialize from another vector of the same size + // + // TODO(tfoley): this overlaps with implicit conversions. + // We should look for a way that we can define implicit + // conversions directly in the stdlib instead... + sb << "__generic<U> __init(vector<U," << N << ">);\n"; + + // Initialize from two vectors, of size M and N-M + for(int M = 2; M <= (N-2); ++M) + { + int K = N - M; + SLANG_ASSERT(K >= 2); + + sb << "__init(vector<T," << M << "> " << kVectorNames[M]; + sb << ", vector<T," << K << "> "; + for (int ii = 0; ii < K; ++ii) + { + sb << kComponentNames[ii]; + } + sb << ");\n"; + } + + sb << "}\n"; +} + +// The above extension was generic in the *type* of the vector, +// but explicit in the *size*. We will now declare an extension +// for each builtin type that is generic in the size. +// +for (int tt = 0; tt < kBaseTypeCount; ++tt) +{ + if(kBaseTypes[tt].tag == BaseType::Void) continue; + + sb << "__generic<let N : int> __extension vector<" + << kBaseTypes[tt].name << ",N>\n{\n"; + + for (int ff = 0; ff < kBaseTypeCount; ++ff) + { + if(kBaseTypes[ff].tag == BaseType::Void) continue; + + // We need a constructor to make a vector from a scalar + // of another type. + + if( tt != ff ) + { + auto cost = getBaseTypeConversionCost( + kBaseTypes[tt], + kBaseTypes[ff]); + cost += kConversionCost_ScalarToVector; + + sb << " __implicit_conversion(" << cost << ")\n"; + sb << " __init(" << kBaseTypes[ff].name << " value);\n"; + } + } + + sb << "}\n"; +} + +for( int R = 2; R <= 4; ++R ) +for( int C = 2; C <= 4; ++C ) +{ + sb << "__generic<T> __extension matrix<T, " << R << "," << C << ">\n{\n"; + + // initialize from R*C scalars + sb << "__init("; + for( int ii = 0; ii < R; ++ii ) + for( int jj = 0; jj < C; ++jj ) + { + if ((ii+jj) != 0) sb << ", "; + sb << "T m" << ii << jj; + } + sb << ");\n"; + + // Initialize from R C-vectors + sb << "__init("; + for (int ii = 0; ii < R; ++ii) + { + if(ii != 0) sb << ", "; + sb << "vector<T," << C << "> row" << ii; + } + sb << ");\n"; + + + // initialize from another matrix of the same size + // + // TODO(tfoley): See comment about how this overlaps + // with implicit conversion, in the `vector` case above + sb << "__generic<U> __init(matrix<U," << R << ", " << C << ">);\n"; + + // initialize from a matrix of larger size + for(int rr = R; rr <= 4; ++rr) + for( int cc = C; cc <= 4; ++cc ) + { + if(rr == R && cc == C) continue; + sb << "__init(matrix<T," << rr << "," << cc << "> value);\n"; + } + + sb << "}\n"; +} + +// Declare built-in texture and sampler types + + + +sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerState) << ")\n"; +sb << "__intrinsic_type(" << kIROp_SamplerType << ", " << int(SamplerStateType::Flavor::SamplerState) << ")\n"; +sb << "struct SamplerState {};"; + +sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerComparisonState) << ")\n"; +sb << "__intrinsic_type(" << kIROp_SamplerType << ", " << int(SamplerStateType::Flavor::SamplerComparisonState) << ")\n"; +sb << "struct SamplerComparisonState {};"; + +// TODO(tfoley): Need to handle `RW*` variants of texture types as well... +static const struct { + char const* name; + TextureType::Shape baseShape; + int coordCount; +} kBaseTextureTypes[] = { + { "Texture1D", TextureType::Shape1D, 1 }, + { "Texture2D", TextureType::Shape2D, 2 }, + { "Texture3D", TextureType::Shape3D, 3 }, + { "TextureCube", TextureType::ShapeCube, 3 }, +}; +static const int kBaseTextureTypeCount = sizeof(kBaseTextureTypes) / sizeof(kBaseTextureTypes[0]); + + +static const struct { + char const* name; + SlangResourceAccess access; +} kBaseTextureAccessLevels[] = { + { "", SLANG_RESOURCE_ACCESS_READ }, + { "RW", SLANG_RESOURCE_ACCESS_READ_WRITE }, + { "RasterizerOrdered", SLANG_RESOURCE_ACCESS_RASTER_ORDERED }, +}; +static const int kBaseTextureAccessLevelCount = sizeof(kBaseTextureAccessLevels) / sizeof(kBaseTextureAccessLevels[0]); + +for (int tt = 0; tt < kBaseTextureTypeCount; ++tt) +{ + char const* name = kBaseTextureTypes[tt].name; + TextureType::Shape baseShape = kBaseTextureTypes[tt].baseShape; + + for (int isArray = 0; isArray < 2; ++isArray) + { + // Arrays of 3D textures aren't allowed + if (isArray && baseShape == TextureType::Shape3D) continue; + + for (int isMultisample = 0; isMultisample < 2; ++isMultisample) + for (int accessLevel = 0; accessLevel < kBaseTextureAccessLevelCount; ++accessLevel) + { + auto access = kBaseTextureAccessLevels[accessLevel].access; + + // TODO: any constraints to enforce on what gets to be multisampled? + + unsigned flavor = baseShape; + if (isArray) flavor |= TextureType::ArrayFlag; + if (isMultisample) flavor |= TextureType::MultisampleFlag; +// if (isShadow) flavor |= TextureType::ShadowFlag; + + flavor |= (access << 8); + + // emit a generic signature + // TODO: allow for multisample count to come in as well... + sb << "__generic<T = float4> "; + + sb << "__magic_type(Texture," << int(flavor) << ")\n"; + sb << "__intrinsic_type(" << kIROp_TextureType << ", " << flavor << ")\n"; + sb << "struct "; + sb << kBaseTextureAccessLevels[accessLevel].name; + sb << name; + if (isMultisample) sb << "MS"; + if (isArray) sb << "Array"; +// if (isShadow) sb << "Shadow"; + sb << "\n{"; + + if( !isMultisample ) + { + sb << "float CalculateLevelOfDetail(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n"; + + sb << "float CalculateLevelOfDetailUnclamped(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n"; + } + + // `GetDimensions` + + for(int isFloat = 0; isFloat < 2; ++isFloat) + for(int includeMipInfo = 0; includeMipInfo < 2; ++includeMipInfo) + { + { + sb << "__glsl_version(450)\n"; + sb << "__target_intrinsic(glsl, \"("; + + int aa = 0; + String lodStr = "0"; + if (includeMipInfo) + { + int mipLevelArg = aa++; + lodStr = "int($"; + lodStr.append(mipLevelArg); + lodStr.append(")"); + } + + int cc = 0; + switch(baseShape) + { + case TextureType::Shape1D: + sb << "($" << aa++ << " = textureSize($P, " << lodStr << "))"; + cc = 1; + break; + + case TextureType::Shape2D: + case TextureType::ShapeCube: + sb << "($" << aa++ << " = textureSize($P, " << lodStr << ").x)"; + sb << ", ($" << aa++ << " = textureSize($P, " << lodStr << ").y)"; + cc = 2; + break; + + case TextureType::Shape3D: + sb << "($" << aa++ << " = textureSize($P, " << lodStr << ").x)"; + sb << ", ($" << aa++ << " = textureSize($P, " << lodStr << ").y)"; + sb << ", ($" << aa++ << " = textureSize($P, " << lodStr << ").z)"; + cc = 3; + break; + + default: + SLANG_UNEXPECTED("unhandled resource shape"); + break; + } + + if(isArray) + { + sb << ", ($" << aa++ << " = textureSize($P, " << lodStr << ")." << kComponentNames[cc] << ")"; + } + + if(isMultisample) + { + sb << ", ($" << aa++ << " = textureSamples($P))"; + } + + if (includeMipInfo) + { + sb << ", ($" << aa++ << " = textureQueryLevels($P))"; + } + + + sb << ")\")\n"; + sb << "__intrinsic_op\n"; + + } + + char const* t = isFloat ? "out float " : "out uint "; + + sb << "void GetDimensions("; + if(includeMipInfo) + sb << "uint mipLevel, "; + + switch(baseShape) + { + case TextureType::Shape1D: + sb << t << "width"; + break; + + case TextureType::Shape2D: + case TextureType::ShapeCube: + sb << t << "width,"; + sb << t << "height"; + break; + + case TextureType::Shape3D: + sb << t << "width,"; + sb << t << "height,"; + sb << t << "depth"; + break; + + default: + assert(!"unexpected"); + break; + } + + if(isArray) + { + sb << ", " << t << "elements"; + } + + if(isMultisample) + { + sb << ", " << t << "sampleCount"; + } + + if(includeMipInfo) + sb << ", " << t << "numberOfLevels"; + + sb << ");\n"; + } + + // `GetSamplePosition()` + if( isMultisample ) + { + sb << "float2 GetSamplePosition(int s);\n"; + } + + // `Load()` + + if( kBaseTextureTypes[tt].coordCount + isArray < 4 ) + { + int loadCoordCount = kBaseTextureTypes[tt].coordCount + isArray + (isMultisample?0:1); + + // When translating to GLSL, we need to break apart the `location` argument. + // + // TODO: this should realy be handled by having this member actually get lowered! + static const char* kGLSLLoadCoordsSwizzle[] = { "", "", "x", "xy", "xyz", "xyzw" }; + static const char* kGLSLLoadLODSwizzle[] = { "", "", "y", "z", "w", "error" }; + + if (isMultisample) + { + sb << "__target_intrinsic(glsl, \"texelFetch($P, $0, $1)\")\n"; + } + else + { + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($0)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($0)." << kGLSLLoadLODSwizzle[loadCoordCount] << ")\")\n"; + } + sb << "__intrinsic_op\n"; + sb << "T Load("; + sb << "int" << loadCoordCount << " location"; + if(isMultisample) + { + sb << ", int sampleIndex"; + } + sb << ");\n"; + + if (isMultisample) + { + sb << "__target_intrinsic(glsl, \"texelFetchOffset($P, $0, $1, $2)\")\n"; + } + else + { + sb << "__target_intrinsic(glsl, \"texelFetch($P, ($0)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($0)." << kGLSLLoadLODSwizzle[loadCoordCount] << ", $1)\")\n"; + } + sb << "__intrinsic_op\n"; + sb << "T Load("; + sb << "int" << loadCoordCount << " location"; + if(isMultisample) + { + sb << ", int sampleIndex"; + } + sb << ", int" << loadCoordCount << " offset"; + sb << ");\n"; + + + sb << "T Load("; + sb << "int" << loadCoordCount << " location"; + if(isMultisample) + { + sb << ", int sampleIndex"; + } + sb << ", int" << kBaseTextureTypes[tt].coordCount << " offset"; + sb << ", out uint status"; + sb << ");\n"; + } + + if(baseShape != TextureType::ShapeCube) + { + // subscript operator + sb << "__intrinsic_op __subscript(uint" << kBaseTextureTypes[tt].coordCount + isArray << " location) -> T;\n"; + } + + if( !isMultisample ) + { + // `Sample()` + + sb << "__target_intrinsic(glsl, \"texture($p, $1)\")\n"; + + // TODO: only enable if IR is being used? + sb << "__intrinsic_op(sample)\n"; + + sb << "__intrinsic_op\n"; + sb << "T Sample(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n"; + + if( baseShape != TextureType::ShapeCube ) + { + sb << "__target_intrinsic(glsl, \"textureOffset($p, $1, $2)\")\n"; + sb << "__intrinsic_op\n"; + sb << "T Sample(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + } + + sb << "T Sample(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + if( baseShape != TextureType::ShapeCube ) + { + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset, "; + } + sb << "float clamp);\n"; + + sb << "T Sample(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + if( baseShape != TextureType::ShapeCube ) + { + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset, "; + } + sb << "float clamp, out uint status);\n"; + + + // `SampleBias()` + sb << "__target_intrinsic(glsl, \"texture($p, $1, $2)\")\n"; + sb << "__intrinsic_op\n"; + sb << "T SampleBias(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; + + if( baseShape != TextureType::ShapeCube ) + { + sb << "__target_intrinsic(glsl, \"textureOffset($p, $1, $2, $3)\")\n"; + sb << "__intrinsic_op\n"; + sb << "T SampleBias(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + } + + // `SampleCmp()` and `SampleCmpLevelZero` + sb << "T SampleCmp(SamplerComparisonState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float compareValue"; + sb << ");\n"; + + int baseCoordCount = kBaseTextureTypes[tt].coordCount; + int arrCoordCount = baseCoordCount + isArray; + if (arrCoordCount < 3) + { + int extCoordCount = arrCoordCount + 1; + + if (extCoordCount < 3) + extCoordCount = 3; + + sb << "__target_intrinsic(glsl, \"textureLod($p, "; + + sb << "vec" << extCoordCount << "($1,"; + for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) + { + sb << " 0.0,"; + } + sb << "$2)"; + + sb << ", 0.0)\")\n"; + } + else if(arrCoordCount <= 3) + { + int extCoordCount = arrCoordCount + 1; + + if (extCoordCount < 3) + extCoordCount = 3; + + sb << "__target_intrinsic(glsl, \"textureGrad($p, "; + + sb << "vec" << extCoordCount << "($1,"; + for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii) + { + sb << " 0.0,"; + } + sb << "$2)"; + + // Construct gradients + sb << ", vec" << baseCoordCount << "(0.0)"; + sb << ", vec" << baseCoordCount << "(0.0)"; + sb << ")\")\n"; + } + sb << "__intrinsic_op\n"; + sb << "T SampleCmpLevelZero(SamplerComparisonState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float compareValue"; + sb << ");\n"; + + if( baseShape != TextureType::ShapeCube ) + { + // Note(tfoley): MSDN seems confused, and claims that the `offset` + // parameter for `SampleCmp` is available for everything but 3D + // textures, while `Sample` and `SampleBias` are consistent in + // saying they only exclude `offset` for cube maps (which makes + // sense). I'm going to assume the documentation for `SampleCmp` + // is just wrong. + + sb << "T SampleCmp(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float compareValue, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + + sb << "T SampleCmpLevelZero(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float compareValue, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + } + + + sb << "__target_intrinsic(glsl, \"textureGrad($p, $1, $2, $3)\")\n"; + sb << "__intrinsic_op(sampleGrad)\n"; + sb << "T SampleGrad(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " gradX, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " gradY"; + sb << ");\n"; + + if( baseShape != TextureType::ShapeCube ) + { + sb << "__target_intrinsic(glsl, \"textureGradOffset($p, $1, $2, $3, $4)\")\n"; + sb << "__intrinsic_op(sampleGrad)\n"; + sb << "T SampleGrad(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " gradX, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " gradY, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + } + + // `SampleLevel` + + sb << "__target_intrinsic(glsl, \"textureLod($p, $1, $2)\")\n"; + sb << "__intrinsic_op\n"; + sb << "T SampleLevel(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float level);\n"; + + if( baseShape != TextureType::ShapeCube ) + { + sb << "__target_intrinsic(glsl, \"textureLodOffset($p, $1, $2, $3)\")\n"; + sb << "__intrinsic_op\n"; + sb << "T SampleLevel(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; + sb << "float level, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + } + } + + sb << "\n};\n"; + + // `Gather*()` operations are handled via an `extension` declaration, + // because this lets us capture the element type of the texture. + // + // TODO: longer-term there should be something like a `TextureElementType` + // interface, that both scalars and vectors implement, that then exposes + // a `Scalar` associated type, and `Gather` can return `vector<T.Scalar, 4>`. + // + static const struct { + char const* genericPrefix; + char const* elementType; + } kGatherExtensionCases[] = { + { "__generic<T, let N : int>", "vector<T,N>" }, + + // TODO: need a case here for scalars `T`, but also + // need to ensure that case doesn't accidentally match + // for `T = vector<...>`, which requires actual checking + // of constraints on generic parameters. + }; + for(auto cc : kGatherExtensionCases) + { + // TODO: this should really be an `if` around the entire `Gather` logic + if (isMultisample) break; + + EMIT_LINE_DIRECTIVE(); + sb << cc.genericPrefix << " __extension "; + sb << kBaseTextureAccessLevels[accessLevel].name; + sb << name; + if (isArray) sb << "Array"; + sb << "<" << cc.elementType << " >"; + sb << "\n{\n"; + + + // `Gather` + // (tricky because it returns a 4-vector of the element type + // of the texture components...) + // + // TODO: is it actually correct to restrict these so that, e.g., + // `GatherAlpha()` isn't allowed on `Texture2D<float3>` because + // it nominally doesn't have an alpha component? + static const struct { + int componentIndex; + char const* componentName; + } kGatherComponets[] = { + { 0, "" }, + { 0, "Red" }, + { 1, "Green" }, + { 2, "Blue" }, + { 3, "Alpha" }, + }; + + for(auto kk : kGatherComponets) + { + auto componentIndex = kk.componentIndex; + auto componentName = kk.componentName; + + EMIT_LINE_DIRECTIVE(); + + sb << "__target_intrinsic(glsl, \"textureGather($p, $1, " << componentIndex << ")\")\n"; + sb << "__intrinsic_op\n"; + sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n"; + + EMIT_LINE_DIRECTIVE(); + sb << "__target_intrinsic(glsl, \"textureGatherOffset($p, $1, $2, " << componentIndex << ")\")\n"; + sb << "__intrinsic_op\n"; + sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; + + EMIT_LINE_DIRECTIVE(); + sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset, "; + sb << "out uint status);\n"; + + EMIT_LINE_DIRECTIVE(); + sb << "__target_intrinsic(glsl, \"textureGatherOffsets($p, $1, int" << kBaseTextureTypes[tt].coordCount << "[]($2, $3, $4, $5), " << componentIndex << ")\")\n"; + sb << "__intrinsic_op\n"; + sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset2, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset3, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset4);\n"; + + EMIT_LINE_DIRECTIVE(); + sb << "vector<T, 4> Gather" << componentName << "(SamplerState s, "; + sb << "float" << kBaseTextureTypes[tt].coordCount << " location, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset2, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset3, "; + sb << "int" << kBaseTextureTypes[tt].coordCount << " offset4, "; + sb << "out uint status);\n"; + } + + EMIT_LINE_DIRECTIVE(); + sb << "\n}\n"; + } + } + } +} + + +for (auto op : unaryOps) +{ + for (auto type : kBaseTypes) + { + if ((type.flags & op.flags) == 0) + continue; + + char const* fixity = (op.flags & POSTFIX) != 0 ? "__postfix " : "__prefix "; + char const* qual = (op.flags & ASSIGNMENT) != 0 ? "in out " : ""; + + // scalar version + sb << fixity; + sb << "__intrinsic_op(" << int(op.opCode) << ") " << type.name << " operator" << op.opName << "(" << qual << type.name << " value);\n"; + + // vector version + sb << "__generic<let N : int> "; + sb << fixity; + sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << type.name << ",N> operator" << op.opName << "(" << qual << "vector<" << type.name << ",N> value);\n"; + + // matrix version + sb << "__generic<let N : int, let M : int> "; + sb << fixity; + sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << type.name << ",N,M> operator" << op.opName << "(" << qual << "matrix<" << type.name << ",N,M> value);\n"; + } +} + +for (auto op : binaryOps) +{ + for (auto type : kBaseTypes) + { + if ((type.flags & op.flags) == 0) + continue; + + char const* leftType = type.name; + char const* rightType = leftType; + char const* resultType = leftType; + + if (op.flags & COMPARISON) resultType = "bool"; + + char const* leftQual = ""; + if(op.flags & ASSIGNMENT) leftQual = "in out "; + + // TODO: handle `SHIFT` + + // scalar version + sb << "__intrinsic_op(" << int(op.opCode) << ") " << resultType << " operator" << op.opName << "(" << leftQual << leftType << " left, " << rightType << " right);\n"; + + // vector version + sb << "__generic<let N : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << leftQual << "vector<" << leftType << ",N> left, vector<" << rightType << ",N> right);\n"; + + // matrix version + + // skip matrix-matrix multiply operations here, so that GLSL doesn't see them + switch (op.opCode) + { + case kIROp_Mul: + case kIRPseudoOp_MulAssign: + break; + + default: + sb << "__generic<let N : int, let M : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftQual << "matrix<" << leftType << ",N,M> left, matrix<" << rightType << ",N,M> right);\n"; + break; + } + + // We are going to go ahead and explicitly define combined + // operations for the scalar-op-vector, etc. cases, rather + // than rely on promotion rules. + + // scalar-vector and scalar-matrix + if (!(op.flags & ASSIGNMENT)) + { + sb << "__generic<let N : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << leftQual << leftType << " left, vector<" << rightType << ",N> right);\n"; + + sb << "__generic<let N : int, let M : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftQual << leftType << " left, matrix<" << rightType << ",N,M> right);\n"; + } + + // vector-scalar and matrix-scalar + sb << "__generic<let N : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << leftQual << "vector<" << leftType << ",N> left, " << rightType << " right);\n"; + + sb << "__generic<let N : int, let M : int> "; + sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftQual << "matrix<" << leftType << ",N,M> left, " << rightType << " right);\n"; + } +} + +sb << "\n"; +sb << ""; |
