zig/lib/std/gpu.zig

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const std = @import("std.zig");
pub const position_in = @extern(*addrspace(.input) @Vector(4, f32), .{ .name = "position" });
pub const position_out = @extern(*addrspace(.output) @Vector(4, f32), .{ .name = "position" });
pub const point_size_in = @extern(*addrspace(.input) f32, .{ .name = "point_size" });
pub const point_size_out = @extern(*addrspace(.output) f32, .{ .name = "point_size" });
pub extern const invocation_id: u32 addrspace(.input);
pub extern const frag_coord: @Vector(4, f32) addrspace(.input);
pub extern const point_coord: @Vector(2, f32) addrspace(.input);
// TODO: direct/indirect values
// pub extern const front_facing: bool addrspace(.input);
// TODO: runtime array
// pub extern const sample_mask;
pub extern var frag_depth: f32 addrspace(.output);
pub extern const num_workgroups: @Vector(3, u32) addrspace(.input);
pub extern const workgroup_size: @Vector(3, u32) addrspace(.input);
pub extern const workgroup_id: @Vector(3, u32) addrspace(.input);
pub extern const local_invocation_id: @Vector(3, u32) addrspace(.input);
pub extern const global_invocation_id: @Vector(3, u32) addrspace(.input);
pub extern const vertex_index: u32 addrspace(.input);
pub extern const instance_index: u32 addrspace(.input);
/// Forms the main linkage for `input` and `output` address spaces.
/// `ptr` must be a reference to variable or struct field.
pub fn location(comptime ptr: anytype, comptime loc: u32) void {
asm volatile (
\\OpDecorate %ptr Location $loc
:
: [ptr] "" (ptr),
[loc] "c" (loc),
);
}
/// Forms the main linkage for `input` and `output` address spaces.
/// `ptr` must be a reference to variable or struct field.
pub fn binding(comptime ptr: anytype, comptime set: u32, comptime bind: u32) void {
asm volatile (
\\OpDecorate %ptr DescriptorSet $set
\\OpDecorate %ptr Binding $bind
:
: [ptr] "" (ptr),
[set] "c" (set),
[bind] "c" (bind),
);
}
pub const ExecutionMode = union(Tag) {
/// Sets origin of the framebuffer to the upper-left corner
origin_upper_left,
/// Sets origin of the framebuffer to the lower-left corner
origin_lower_left,
/// Indicates that the fragment shader writes to `frag_depth`,
/// replacing the fixed-function depth value.
depth_replacing,
/// Indicates that per-fragment tests may assume that
/// any `frag_depth` built in-decorated value written by the shader is
/// greater-than-or-equal to the fragments interpolated depth value
depth_greater,
/// Indicates that per-fragment tests may assume that
/// any `frag_depth` built in-decorated value written by the shader is
/// less-than-or-equal to the fragments interpolated depth value
depth_less,
/// Indicates that per-fragment tests may assume that
/// any `frag_depth` built in-decorated value written by the shader is
/// the same as the fragments interpolated depth value
depth_unchanged,
/// Indicates the workgroup size in the x, y, and z dimensions.
local_size: LocalSize,
pub const Tag = enum(u32) {
origin_upper_left = 7,
origin_lower_left = 8,
depth_replacing = 12,
depth_greater = 14,
depth_less = 15,
depth_unchanged = 16,
local_size = 17,
};
pub const LocalSize = struct { x: u32, y: u32, z: u32 };
};
/// Declare the mode entry point executes in.
pub fn executionMode(comptime entry_point: anytype, comptime mode: ExecutionMode) void {
const cc = @typeInfo(@TypeOf(entry_point)).@"fn".calling_convention;
switch (mode) {
.origin_upper_left,
.origin_lower_left,
.depth_replacing,
.depth_greater,
.depth_less,
.depth_unchanged,
=> {
if (cc != .spirv_fragment) {
@compileError(
\\invalid execution mode '
++ @tagName(mode) ++
\\' for function with '
++ @tagName(cc) ++
\\' calling convention
);
}
asm volatile (
\\OpExecutionMode %entry_point $mode
:
: [entry_point] "" (entry_point),
[mode] "c" (@intFromEnum(mode)),
);
},
.local_size => |size| {
if (cc != .spirv_kernel) {
@compileError(
\\invalid execution mode 'local_size' for function with '
++ @tagName(cc) ++
\\' calling convention
);
}
asm volatile (
\\OpExecutionMode %entry_point LocalSize $x $y $z
:
: [entry_point] "" (entry_point),
[x] "c" (size.x),
[y] "c" (size.y),
[z] "c" (size.z),
);
},
}
}