summaryrefslogtreecommitdiff
path: root/source/slang/core.meta.slang.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'source/slang/core.meta.slang.cpp')
-rw-r--r--source/slang/core.meta.slang.cpp916
1 files changed, 0 insertions, 916 deletions
diff --git a/source/slang/core.meta.slang.cpp b/source/slang/core.meta.slang.cpp
deleted file mode 100644
index cf2052d3c..000000000
--- a/source/slang/core.meta.slang.cpp
+++ /dev/null
@@ -1,916 +0,0 @@
-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 << " __intrinsic_op(" << kIROp_constructVectorFromScalar << ")\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($P))";
- }
-
-
- sb << ")\")\n";
-
-
- // TIM: Making `GetDimensions` *not* be marked as
- // an intrinsic, just so we can see how defining
- // things as `extern` functions would work.
-// sb << "__intrinsic_op\n";
-
- }
-
- char const* t = isFloat ? "out float " : "out uint ";
-
- sb << "void GetDimensions(";
- if(includeMipInfo)
- sb << "uint mipLevel, ";
-
- switch(baseShape)
- {
- case TextureType::Shape1D:
- sb << t << "width";
- break;
-
- case TextureType::Shape2D:
- case TextureType::ShapeCube:
- sb << t << "width,";
- sb << t << "height";
- break;
-
- case TextureType::Shape3D:
- sb << t << "width,";
- sb << t << "height,";
- sb << t << "depth";
- break;
-
- default:
- assert(!"unexpected");
- break;
- }
-
- if(isArray)
- {
- sb << ", " << t << "elements";
- }
-
- if(isMultisample)
- {
- sb << ", " << t << "sampleCount";
- }
-
- if(includeMipInfo)
- sb << ", " << t << "numberOfLevels";
-
- sb << ");\n";
- }
-
- // `GetSamplePosition()`
- if( isMultisample )
- {
- sb << "float2 GetSamplePosition(int s);\n";
- }
-
- // `Load()`
-
- if( kBaseTextureTypes[tt].coordCount + isArray < 4 )
- {
- int loadCoordCount = kBaseTextureTypes[tt].coordCount + isArray + (isMultisample?0:1);
-
- // When translating to GLSL, we need to break apart the `location` argument.
- //
- // TODO: this should realy be handled by having this member actually get lowered!
- static const char* kGLSLLoadCoordsSwizzle[] = { "", "", "x", "xy", "xyz", "xyzw" };
- static const char* kGLSLLoadLODSwizzle[] = { "", "", "y", "z", "w", "error" };
-
- if (isMultisample)
- {
- sb << "__target_intrinsic(glsl, \"texelFetch($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 << "";