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Diffstat (limited to 'source/slang/glsl.meta.slang.cpp')
| -rw-r--r-- | source/slang/glsl.meta.slang.cpp | 206 |
1 files changed, 0 insertions, 206 deletions
diff --git a/source/slang/glsl.meta.slang.cpp b/source/slang/glsl.meta.slang.cpp deleted file mode 100644 index e43a51ea9..000000000 --- a/source/slang/glsl.meta.slang.cpp +++ /dev/null @@ -1,206 +0,0 @@ -sb << "// Slang GLSL compatibility library\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 GLSL aliases for HLSL types - for (int vv = 2; vv <= 4; ++vv) - { - sb << "typedef vector<" << kTypes[tt].name << "," << vv << "> " << kTypes[tt].glslPrefix << "vec" << vv << ";\n"; - sb << "typedef matrix<" << kTypes[tt].name << "," << vv << "," << vv << "> " << kTypes[tt].glslPrefix << "mat" << vv << ";\n"; - } - for (int rr = 2; rr <= 4; ++rr) - for (int cc = 2; cc <= 4; ++cc) - { - sb << "typedef matrix<" << kTypes[tt].name << "," << rr << "," << cc << "> " << kTypes[tt].glslPrefix << "mat" << rr << "x" << cc << ";\n"; - } -} - -// Multiplication operations for vectors + matrices - -// scalar-vector and vector-scalar -sb << "__generic<T : __BuiltinArithmeticType, let N : int> __intrinsic_op(mul) vector<T,N> operator*(vector<T,N> x, T y);\n"; -sb << "__generic<T : __BuiltinArithmeticType, let N : int> __intrinsic_op(mul) vector<T,N> operator*(T x, vector<T,N> y);\n"; - -// scalar-matrix and matrix-scalar -sb << "__generic<T : __BuiltinArithmeticType, let N : int, let M :int> __intrinsic_op(mul) matrix<T,N,M> operator*(matrix<T,N,M> x, T y);\n"; -sb << "__generic<T : __BuiltinArithmeticType, let N : int, let M :int> __intrinsic_op(mul) matrix<T,N,M> operator*(T x, matrix<T,N,M> y);\n"; - -// vector-vector (dot product) -sb << "__generic<T : __BuiltinArithmeticType, let N : int> __intrinsic_op(dot) T operator*(vector<T,N> x, vector<T,N> y);\n"; - -// vector-matrix -sb << "__generic<T : __BuiltinArithmeticType, let N : int, let M : int> __intrinsic_op(mulVectorMatrix) vector<T,M> operator*(vector<T,N> x, matrix<T,N,M> y);\n"; - -// matrix-vector -sb << "__generic<T : __BuiltinArithmeticType, let N : int, let M : int> __intrinsic_op(mulMatrixVector) vector<T,N> operator*(matrix<T,N,M> x, vector<T,M> y);\n"; - -// matrix-matrix -sb << "__generic<T : __BuiltinArithmeticType, let R : int, let N : int, let C : int> __intrinsic_op(mulMatrixMatrix) matrix<T,R,C> operator*(matrix<T,R,N> x, matrix<T,N,C> y);\n"; - - - -// - -// TODO(tfoley): Need to handle `RW*` variants of texture types as well... -static const struct { - char const* name; - TextureType::Shape baseShape; - int coordCount; -} kBaseTextureTypes[] = { - { "1D", TextureType::Shape1D, 1 }, - { "2D", TextureType::Shape2D, 2 }, - { "3D", TextureType::Shape3D, 3 }, - { "Cube", TextureType::ShapeCube, 3 }, - { "Buffer", TextureType::ShapeBuffer, 1 }, -}; -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* shapeName = 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) - { - auto readAccess = SLANG_RESOURCE_ACCESS_READ; - auto readWriteAccess = SLANG_RESOURCE_ACCESS_READ_WRITE; - - // 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; - - - - unsigned readFlavor = flavor | (readAccess << 8); - unsigned readWriteFlavor = flavor | (readWriteAccess << 8); - - StringBuilder nameBuilder; - nameBuilder << shapeName; - if (isMultisample) nameBuilder << "MS"; - if (isArray) nameBuilder << "Array"; - auto name = nameBuilder.ProduceString(); - - sb << "__generic<T> "; - sb << "__magic_type(TextureSampler," << int(readFlavor) << ") struct "; - sb << "__sampler" << name; - sb << " {};\n"; - - sb << "__generic<T> "; - sb << "__magic_type(Texture," << int(readFlavor) << ") struct "; - sb << "__texture" << name; - sb << " {};\n"; - - sb << "__generic<T> "; - sb << "__magic_type(GLSLImageType," << int(readWriteFlavor) << ") struct "; - sb << "__image" << name; - sb << " {};\n"; - - // TODO(tfoley): flesh this out for all the available prefixes - static const struct - { - char const* prefix; - char const* elementType; - } kTextureElementTypes[] = { - { "", "vec4" }, - { "i", "ivec4" }, - { "u", "uvec4" }, - { nullptr, nullptr }, - }; - for( auto ee = kTextureElementTypes; ee->prefix; ++ee ) - { - sb << "typedef __sampler" << name << "<" << ee->elementType << "> " << ee->prefix << "sampler" << name << ";\n"; - sb << "typedef __texture" << name << "<" << ee->elementType << "> " << ee->prefix << "texture" << name << ";\n"; - sb << "typedef __image" << name << "<" << ee->elementType << "> " << ee->prefix << "image" << name << ";\n"; - } - } - } -} - -sb << "__generic<T> __magic_type(GLSLInputParameterBlockType) struct __GLSLInputParameterBlock {};\n"; -sb << "__generic<T> __magic_type(GLSLOutputParameterBlockType) struct __GLSLOutputParameterBlock {};\n"; -sb << "__generic<T> __magic_type(GLSLShaderStorageBufferType) struct __GLSLShaderStorageBuffer {};\n"; - -sb << "__magic_type(SamplerState," << int(SamplerStateType::Flavor::SamplerState) << ") struct sampler {};"; - -sb << "__magic_type(GLSLInputAttachmentType) struct subpassInput {};"; - -// Define additional keywords - -sb << "syntax buffer : GLSLBufferModifier;\n"; - -// [GLSL 4.3] Storage Qualifiers - -// TODO: need to support `shared` here with its GLSL meaning - -sb << "syntax patch : GLSLPatchModifier;\n"; -// `centroid` and `sample` handled centrally - -// [GLSL 4.5] Interpolation Qualifiers -sb << "syntax smooth : SimpleModifier;\n"; -sb << "syntax flat : SimpleModifier;\n"; -sb << "syntax noperspectie : SimpleModifier;\n"; - - -// [GLSL 4.3.2] Constant Qualifier - -// We need to handle GLSL `const` separately from HLSL `const`, -// since they mean such different things. - -// [GLSL 4.7.2] Precision Qualifiers -sb << "syntax highp : SimpleModifier;\n"; -sb << "syntax mediump : SimpleModifier;\n"; -sb << "syntax lowp : SimpleModifier;\n"; - -// [GLSL 4.8.1] The Invariant Qualifier - -sb << "syntax invariant : SimpleModifier;\n"; - -// [GLSL 4.10] Memory Qualifiers - -sb << "syntax coherent : SimpleModifier;\n"; -sb << "syntax volatile : SimpleModifier;\n"; -sb << "syntax restrict : SimpleModifier;\n"; -sb << "syntax readonly : GLSLReadOnlyModifier;\n"; -sb << "syntax writeonly : GLSLWriteOnlyModifier;\n"; - -// We will treat `subroutine` as a qualifier for now -sb << "syntax subroutine : SimpleModifier;\n"; - - - -sb << ""; |
