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renderdoc/renderdoc/driver/shaders/spirv/spirv_common.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "spirv_common.h"
#include "api/replay/replay_enums.h"
#include "common/common.h"
#include "common/formatting.h"
template <>
rdcstr DoStringise(const rdcspv::Id &el)
{
uint32_t id;
RDCCOMPILE_ASSERT(sizeof(el) == sizeof(id), "SPIR-V Id isn't 32-bit!");
memcpy(&id, &el, sizeof(el));
return StringFormat::Fmt("%u", id);
}
void rdcspv::Iter::nopRemove(size_t idx, size_t count)
{
RDCASSERT(idx >= 1);
size_t oldSize = size();
if(count == 0)
count = oldSize - idx;
// reduce the size of this op
word(0) = rdcspv::Operation::MakeHeader(opcode(), oldSize - count);
if(idx + count < oldSize)
{
// move any words on the end into the middle, then nop them
for(size_t i = 0; i < count; i++)
{
word(idx + i) = word(idx + count + i);
word(oldSize - i - 1) = OpNopWord;
}
}
else
{
for(size_t i = 0; i < count; i++)
{
word(idx + i) = OpNopWord;
}
}
}
void rdcspv::Iter::nopRemove()
{
for(size_t i = 0, sz = size(); i < sz; i++)
word(i) = OpNopWord;
}
rdcspv::Iter &rdcspv::Iter::operator=(const Operation &op)
{
size_t newSize = op.size();
size_t oldSize = size();
if(newSize > oldSize)
{
RDCERR("Can't resize up from %zu to %zu", oldSize, newSize);
return *this;
}
memcpy(&cur(), &op[0], sizeof(uint32_t) * RDCMIN(oldSize, newSize));
// set remaining words to NOP if we reduced the size
for(size_t i = newSize; i < oldSize; i++)
word(i) = OpNopWord;
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::TaskEXT: return ShaderStage::Task;
case rdcspv::ExecutionModel::MeshEXT: return ShaderStage::Mesh;
case rdcspv::ExecutionModel::RayGenerationKHR: return ShaderStage::RayGen;
case rdcspv::ExecutionModel::IntersectionKHR: return ShaderStage::Intersection;
case rdcspv::ExecutionModel::AnyHitKHR: return ShaderStage::AnyHit;
case rdcspv::ExecutionModel::ClosestHitKHR: return ShaderStage::ClosestHit;
case rdcspv::ExecutionModel::MissKHR: return ShaderStage::Miss;
case rdcspv::ExecutionModel::CallableKHR: return ShaderStage::Callable;
case rdcspv::ExecutionModel::Kernel:
case rdcspv::ExecutionModel::TaskNV:
case rdcspv::ExecutionModel::MeshNV:
// 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::MultiViewIndex;
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::WorkgroupSize: return ShaderBuiltin::GroupSize;
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::BaryCoordKHR: return ShaderBuiltin::Barycentrics;
case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
case rdcspv::BuiltIn::PrimitivePointIndicesEXT: return ShaderBuiltin::OutputIndices;
case rdcspv::BuiltIn::PrimitiveLineIndicesEXT: return ShaderBuiltin::OutputIndices;
case rdcspv::BuiltIn::PrimitiveTriangleIndicesEXT: return ShaderBuiltin::OutputIndices;
case rdcspv::BuiltIn::CullPrimitiveEXT: return ShaderBuiltin::CullPrimitive;
case rdcspv::BuiltIn::ShadingRateKHR: return ShaderBuiltin::PackedFragRate;
default: break;
}
RDCWARN("Couldn't map SPIR-V built-in %s to known built-in", ToStr(el).c_str());
return ShaderBuiltin::Undefined;
}
namespace rdcspv
{
bool ManualForEachID(const ConstIter &it, const std::function<void(Id, bool)> &callback)
{
switch(it.opcode())
{
case rdcspv::Op::Switch:
// Include just the selector
callback(Id::fromWord(it.word(1)), false);
return true;
default:
// unhandled
return false;
}
}
}; // namespace rdcspv