Add SpirvConstantCache
And unsigned int types for shaders
This commit is contained in:
194
include/Nazara/Shader/SpirvConstantCache.hpp
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194
include/Nazara/Shader/SpirvConstantCache.hpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Shader generator"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SPIRVCONSTANTCACHE_HPP
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#define NAZARA_SPIRVCONSTANTCACHE_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Shader/ShaderConstantValue.hpp>
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#include <Nazara/Shader/ShaderEnums.hpp>
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#include <Nazara/Shader/ShaderExpressionType.hpp>
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#include <Nazara/Shader/SpirvData.hpp>
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#include <memory>
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#include <optional>
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#include <string>
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#include <variant>
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#include <vector>
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namespace Nz
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{
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class ShaderAst;
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class SpirvSection;
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class NAZARA_SHADER_API SpirvConstantCache
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{
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public:
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SpirvConstantCache(UInt32& resultId);
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SpirvConstantCache(const SpirvConstantCache& cache) = delete;
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SpirvConstantCache(SpirvConstantCache&& cache) noexcept;
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~SpirvConstantCache();
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struct Constant;
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struct Type;
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using ConstantPtr = std::shared_ptr<Constant>;
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using TypePtr = std::shared_ptr<Type>;
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struct Bool {};
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struct Float
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{
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UInt32 width;
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};
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struct Integer
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{
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UInt32 width;
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bool signedness;
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};
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struct Void {};
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struct Vector
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{
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TypePtr componentType;
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UInt32 componentCount;
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};
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struct Matrix
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{
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TypePtr columnType;
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UInt32 columnCount;
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};
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struct Image
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{
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std::optional<SpirvAccessQualifier> qualifier;
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std::optional<bool> depth;
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std::optional<bool> sampled;
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SpirvDim dim;
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SpirvImageFormat format;
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TypePtr sampledType;
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bool arrayed;
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bool multisampled;
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};
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struct Pointer
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{
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TypePtr type;
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SpirvStorageClass storageClass;
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};
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struct Function
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{
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TypePtr returnType;
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std::vector<TypePtr> parameters;
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};
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struct SampledImage
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{
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TypePtr image;
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};
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struct Structure
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{
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struct Member
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{
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std::string name;
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TypePtr type;
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};
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std::string name;
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std::vector<Member> members;
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};
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using AnyType = std::variant<Bool, Float, Function, Image, Integer, Matrix, Pointer, SampledImage, Structure, Vector, Void>;
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struct ConstantBool
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{
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bool value;
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};
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struct ConstantComposite
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{
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TypePtr type;
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std::vector<ConstantPtr> values;
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};
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struct ConstantScalar
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{
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std::variant<float, double, Nz::Int32, Nz::Int64, Nz::UInt32, Nz::UInt64> value;
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};
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using AnyConstant = std::variant<ConstantBool, ConstantComposite, ConstantScalar>;
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struct Variable
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{
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std::string debugName;
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TypePtr type;
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SpirvStorageClass storageClass;
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std::optional<ConstantPtr> initializer;
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};
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using BaseType = std::variant<Bool, Float, Integer, Vector, Matrix, Image>;
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using CompositeValue = std::variant<ConstantBool, ConstantScalar, ConstantComposite>;
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using PointerOrBaseType = std::variant<BaseType, Pointer>;
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using PrimitiveType = std::variant<Bool, Float, Integer>;
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using ScalarType = std::variant<Float, Integer>;
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struct Constant
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{
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Constant(AnyConstant c) :
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constant(std::move(c))
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{
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}
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AnyConstant constant;
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};
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struct Type
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{
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Type(AnyType c) :
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type(std::move(c))
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{
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}
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AnyType type;
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};
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UInt32 GetId(const Constant& c);
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UInt32 GetId(const Type& t);
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UInt32 GetId(const Variable& v);
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UInt32 Register(Constant c);
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UInt32 Register(Type t);
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UInt32 Register(Variable v);
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void Write(SpirvSection& annotations, SpirvSection& constants, SpirvSection& debugInfos, SpirvSection& types);
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SpirvConstantCache& operator=(const SpirvConstantCache& cache) = delete;
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SpirvConstantCache& operator=(SpirvConstantCache&& cache) noexcept;
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static ConstantPtr BuildConstant(const ShaderConstantValue& value);
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static TypePtr BuildPointerType(const ShaderNodes::BasicType& type, SpirvStorageClass storageClass);
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static TypePtr BuildPointerType(const ShaderAst& shader, const ShaderExpressionType& type, SpirvStorageClass storageClass);
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static TypePtr BuildType(const ShaderNodes::BasicType& type);
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static TypePtr BuildType(const ShaderAst& shader, const ShaderExpressionType& type);
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private:
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struct DepRegisterer;
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struct Eq;
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struct Internal;
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void WriteStruct(const Structure& structData, UInt32 resultId, SpirvSection& annotations, SpirvSection& debugInfos, SpirvSection& types);
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std::unique_ptr<Internal> m_internal;
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};
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}
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#include <Nazara/Shader/SpirvConstantCache.inl>
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#endif
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