Move reflection helper functions to spirv_common.h

This commit is contained in:
baldurk
2020-02-13 13:56:57 +00:00
parent 49ad6ddaf6
commit 04c335a9ff
3 changed files with 102 additions and 95 deletions
@@ -23,6 +23,7 @@
******************************************************************************/
#include "spirv_common.h"
#include "api/replay/replay_enums.h"
#include "common/common.h"
#include "common/formatting.h"
@@ -88,3 +89,98 @@ rdcspv::Iter &rdcspv::Iter::operator=(const Operation &op)
return *this;
}
ShaderStage MakeShaderStage(rdcspv::ExecutionModel model)
{
switch(model)
{
case rdcspv::ExecutionModel::Vertex: return ShaderStage::Vertex;
case rdcspv::ExecutionModel::TessellationControl: return ShaderStage::Tess_Control;
case rdcspv::ExecutionModel::TessellationEvaluation: return ShaderStage::Tess_Eval;
case rdcspv::ExecutionModel::Geometry: return ShaderStage::Geometry;
case rdcspv::ExecutionModel::Fragment: return ShaderStage::Fragment;
case rdcspv::ExecutionModel::GLCompute: return ShaderStage::Compute;
case rdcspv::ExecutionModel::Kernel:
case rdcspv::ExecutionModel::TaskNV:
case rdcspv::ExecutionModel::MeshNV:
case rdcspv::ExecutionModel::RayGenerationNV:
case rdcspv::ExecutionModel::IntersectionNV:
case rdcspv::ExecutionModel::AnyHitNV:
case rdcspv::ExecutionModel::ClosestHitNV:
case rdcspv::ExecutionModel::MissNV:
case rdcspv::ExecutionModel::CallableNV:
// all of these are currently unsupported
break;
case rdcspv::ExecutionModel::Invalid:
case rdcspv::ExecutionModel::Max: break;
}
return ShaderStage::Count;
}
ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
{
// not complete, might need to expand system attribute list
switch(el)
{
case rdcspv::BuiltIn::Position: return ShaderBuiltin::Position;
case rdcspv::BuiltIn::PointSize: return ShaderBuiltin::PointSize;
case rdcspv::BuiltIn::ClipDistance: return ShaderBuiltin::ClipDistance;
case rdcspv::BuiltIn::CullDistance: return ShaderBuiltin::CullDistance;
case rdcspv::BuiltIn::VertexId: return ShaderBuiltin::VertexIndex;
case rdcspv::BuiltIn::InstanceId: return ShaderBuiltin::InstanceIndex;
case rdcspv::BuiltIn::PrimitiveId: return ShaderBuiltin::PrimitiveIndex;
case rdcspv::BuiltIn::InvocationId:
{
if(stage == ShaderStage::Geometry)
return ShaderBuiltin::GSInstanceIndex;
else
return ShaderBuiltin::OutputControlPointIndex;
}
case rdcspv::BuiltIn::Layer: return ShaderBuiltin::RTIndex;
case rdcspv::BuiltIn::ViewportIndex: return ShaderBuiltin::ViewportIndex;
case rdcspv::BuiltIn::TessLevelOuter: return ShaderBuiltin::OuterTessFactor;
case rdcspv::BuiltIn::TessLevelInner: return ShaderBuiltin::InsideTessFactor;
case rdcspv::BuiltIn::PatchVertices: return ShaderBuiltin::PatchNumVertices;
case rdcspv::BuiltIn::FragCoord: return ShaderBuiltin::Position;
case rdcspv::BuiltIn::FrontFacing: return ShaderBuiltin::IsFrontFace;
case rdcspv::BuiltIn::SampleId: return ShaderBuiltin::MSAASampleIndex;
case rdcspv::BuiltIn::SamplePosition: return ShaderBuiltin::MSAASamplePosition;
case rdcspv::BuiltIn::SampleMask: return ShaderBuiltin::MSAACoverage;
case rdcspv::BuiltIn::FragDepth: return ShaderBuiltin::DepthOutput;
case rdcspv::BuiltIn::VertexIndex: return ShaderBuiltin::VertexIndex;
case rdcspv::BuiltIn::InstanceIndex: return ShaderBuiltin::InstanceIndex;
case rdcspv::BuiltIn::BaseVertex: return ShaderBuiltin::BaseVertex;
case rdcspv::BuiltIn::BaseInstance: return ShaderBuiltin::BaseInstance;
case rdcspv::BuiltIn::DrawIndex: return ShaderBuiltin::DrawIndex;
case rdcspv::BuiltIn::ViewIndex: return ShaderBuiltin::ViewportIndex;
case rdcspv::BuiltIn::FragStencilRefEXT: return ShaderBuiltin::StencilReference;
case rdcspv::BuiltIn::NumWorkgroups: return ShaderBuiltin::DispatchSize;
case rdcspv::BuiltIn::GlobalInvocationId: return ShaderBuiltin::DispatchThreadIndex;
case rdcspv::BuiltIn::WorkgroupId: return ShaderBuiltin::GroupIndex;
case rdcspv::BuiltIn::LocalInvocationIndex: return ShaderBuiltin::GroupFlatIndex;
case rdcspv::BuiltIn::LocalInvocationId: return ShaderBuiltin::GroupThreadIndex;
case rdcspv::BuiltIn::TessCoord: return ShaderBuiltin::DomainLocation;
case rdcspv::BuiltIn::PointCoord: return ShaderBuiltin::PointCoord;
case rdcspv::BuiltIn::HelperInvocation: return ShaderBuiltin::IsHelper;
case rdcspv::BuiltIn::SubgroupSize: return ShaderBuiltin::SubgroupSize;
case rdcspv::BuiltIn::NumSubgroups: return ShaderBuiltin::NumSubgroups;
case rdcspv::BuiltIn::SubgroupId: return ShaderBuiltin::SubgroupIndexInWorkgroup;
case rdcspv::BuiltIn::SubgroupLocalInvocationId: return ShaderBuiltin::IndexInSubgroup;
case rdcspv::BuiltIn::SubgroupEqMask: return ShaderBuiltin::SubgroupEqualMask;
case rdcspv::BuiltIn::SubgroupGeMask: return ShaderBuiltin::SubgroupGreaterEqualMask;
case rdcspv::BuiltIn::SubgroupGtMask: return ShaderBuiltin::SubgroupGreaterMask;
case rdcspv::BuiltIn::SubgroupLeMask: return ShaderBuiltin::SubgroupLessEqualMask;
case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
default: break;
}
RDCWARN("Couldn't map SPIR-V built-in %s to known built-in", ToStr(el).c_str());
return ShaderBuiltin::Undefined;
}
@@ -229,3 +229,9 @@ struct SpecConstant
};
DECLARE_STRINGISE_TYPE(rdcspv::Id);
enum class ShaderStage : uint32_t;
enum class ShaderBuiltin : uint32_t;
ShaderStage MakeShaderStage(rdcspv::ExecutionModel model);
ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el);
@@ -199,101 +199,6 @@ void AddXFBAnnotations(const ShaderReflection &refl, const SPIRVPatchData &patch
}
}
static ShaderStage MakeShaderStage(rdcspv::ExecutionModel model)
{
switch(model)
{
case rdcspv::ExecutionModel::Vertex: return ShaderStage::Vertex;
case rdcspv::ExecutionModel::TessellationControl: return ShaderStage::Tess_Control;
case rdcspv::ExecutionModel::TessellationEvaluation: return ShaderStage::Tess_Eval;
case rdcspv::ExecutionModel::Geometry: return ShaderStage::Geometry;
case rdcspv::ExecutionModel::Fragment: return ShaderStage::Fragment;
case rdcspv::ExecutionModel::GLCompute: return ShaderStage::Compute;
case rdcspv::ExecutionModel::Kernel:
case rdcspv::ExecutionModel::TaskNV:
case rdcspv::ExecutionModel::MeshNV:
case rdcspv::ExecutionModel::RayGenerationNV:
case rdcspv::ExecutionModel::IntersectionNV:
case rdcspv::ExecutionModel::AnyHitNV:
case rdcspv::ExecutionModel::ClosestHitNV:
case rdcspv::ExecutionModel::MissNV:
case rdcspv::ExecutionModel::CallableNV:
// all of these are currently unsupported
break;
case rdcspv::ExecutionModel::Invalid:
case rdcspv::ExecutionModel::Max: break;
}
return ShaderStage::Count;
}
ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
{
// not complete, might need to expand system attribute list
switch(el)
{
case rdcspv::BuiltIn::Position: return ShaderBuiltin::Position;
case rdcspv::BuiltIn::PointSize: return ShaderBuiltin::PointSize;
case rdcspv::BuiltIn::ClipDistance: return ShaderBuiltin::ClipDistance;
case rdcspv::BuiltIn::CullDistance: return ShaderBuiltin::CullDistance;
case rdcspv::BuiltIn::VertexId: return ShaderBuiltin::VertexIndex;
case rdcspv::BuiltIn::InstanceId: return ShaderBuiltin::InstanceIndex;
case rdcspv::BuiltIn::PrimitiveId: return ShaderBuiltin::PrimitiveIndex;
case rdcspv::BuiltIn::InvocationId:
{
if(stage == ShaderStage::Geometry)
return ShaderBuiltin::GSInstanceIndex;
else
return ShaderBuiltin::OutputControlPointIndex;
}
case rdcspv::BuiltIn::Layer: return ShaderBuiltin::RTIndex;
case rdcspv::BuiltIn::ViewportIndex: return ShaderBuiltin::ViewportIndex;
case rdcspv::BuiltIn::TessLevelOuter: return ShaderBuiltin::OuterTessFactor;
case rdcspv::BuiltIn::TessLevelInner: return ShaderBuiltin::InsideTessFactor;
case rdcspv::BuiltIn::PatchVertices: return ShaderBuiltin::PatchNumVertices;
case rdcspv::BuiltIn::FragCoord: return ShaderBuiltin::Position;
case rdcspv::BuiltIn::FrontFacing: return ShaderBuiltin::IsFrontFace;
case rdcspv::BuiltIn::SampleId: return ShaderBuiltin::MSAASampleIndex;
case rdcspv::BuiltIn::SamplePosition: return ShaderBuiltin::MSAASamplePosition;
case rdcspv::BuiltIn::SampleMask: return ShaderBuiltin::MSAACoverage;
case rdcspv::BuiltIn::FragDepth: return ShaderBuiltin::DepthOutput;
case rdcspv::BuiltIn::VertexIndex: return ShaderBuiltin::VertexIndex;
case rdcspv::BuiltIn::InstanceIndex: return ShaderBuiltin::InstanceIndex;
case rdcspv::BuiltIn::BaseVertex: return ShaderBuiltin::BaseVertex;
case rdcspv::BuiltIn::BaseInstance: return ShaderBuiltin::BaseInstance;
case rdcspv::BuiltIn::DrawIndex: return ShaderBuiltin::DrawIndex;
case rdcspv::BuiltIn::ViewIndex: return ShaderBuiltin::ViewportIndex;
case rdcspv::BuiltIn::FragStencilRefEXT: return ShaderBuiltin::StencilReference;
case rdcspv::BuiltIn::NumWorkgroups: return ShaderBuiltin::DispatchSize;
case rdcspv::BuiltIn::GlobalInvocationId: return ShaderBuiltin::DispatchThreadIndex;
case rdcspv::BuiltIn::WorkgroupId: return ShaderBuiltin::GroupIndex;
case rdcspv::BuiltIn::LocalInvocationIndex: return ShaderBuiltin::GroupFlatIndex;
case rdcspv::BuiltIn::LocalInvocationId: return ShaderBuiltin::GroupThreadIndex;
case rdcspv::BuiltIn::TessCoord: return ShaderBuiltin::DomainLocation;
case rdcspv::BuiltIn::PointCoord: return ShaderBuiltin::PointCoord;
case rdcspv::BuiltIn::HelperInvocation: return ShaderBuiltin::IsHelper;
case rdcspv::BuiltIn::SubgroupSize: return ShaderBuiltin::SubgroupSize;
case rdcspv::BuiltIn::NumSubgroups: return ShaderBuiltin::NumSubgroups;
case rdcspv::BuiltIn::SubgroupId: return ShaderBuiltin::SubgroupIndexInWorkgroup;
case rdcspv::BuiltIn::SubgroupLocalInvocationId: return ShaderBuiltin::IndexInSubgroup;
case rdcspv::BuiltIn::SubgroupEqMask: return ShaderBuiltin::SubgroupEqualMask;
case rdcspv::BuiltIn::SubgroupGeMask: return ShaderBuiltin::SubgroupGreaterEqualMask;
case rdcspv::BuiltIn::SubgroupGtMask: return ShaderBuiltin::SubgroupGreaterMask;
case rdcspv::BuiltIn::SubgroupLeMask: return ShaderBuiltin::SubgroupLessEqualMask;
case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
default: break;
}
RDCWARN("Couldn't map SPIR-V built-in %s to known built-in", ToStr(el).c_str());
return ShaderBuiltin::Undefined;
}
const int32_t INVALID_BIND = -INT_MAX;
template <typename T>