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Xenia-Canary/src/xenia/gpu/spirv_builder.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2023 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_SPIRV_BUILDER_H_
#define XENIA_GPU_SPIRV_BUILDER_H_
#include <memory>
#include <optional>
#include <utility>
#include <vector>
#include "third_party/glslang/SPIRV/SpvBuilder.h"
#include "xenia/base/assert.h"
namespace xe {
namespace gpu {
// SpvBuilder with extra helpers.
class SpirvBuilder : public spv::Builder {
public:
SpirvBuilder(unsigned int spv_version, unsigned int user_number,
spv::SpvBuildLogger* logger)
: spv::Builder(spv_version, user_number, logger) {}
// Make public rather than protected.
using spv::Builder::createSelectionMerge;
// Backward compatibility wrapper for createBranch
void createBranch(spv::Block* block) {
spv::Builder::createBranch(true, block);
}
// Backward compatibility wrapper for makeFunctionEntry
// For shaders, we use LinkageType::Max which means no linkage decoration
spv::Function* makeFunctionEntry(
spv::Decoration precision, spv::Id returnType, const char* name,
const std::vector<spv::Id>& paramTypes,
const std::vector<std::vector<spv::Decoration>>& precisions,
spv::Block** entry = nullptr) {
// LinkageType::Max means no linkage decoration will be added (correct for
// shader entry points)
return spv::Builder::makeFunctionEntry(precision, returnType, name,
spv::LinkageType::Max, paramTypes,
precisions, entry);
}
// Hide base class createAccessChain to workaround the way
// glslang 11.6.0+ uses internal accessChain state instead of parameters.
spv::Id createAccessChain(spv::StorageClass storage_class, spv::Id base,
const std::vector<spv::Id>& offsets) {
// glslang 11.6.0+ uses the accessChain member
// in getResultingAccessChainType() but doesn't populate it from the
// parameters. We need to set it up correctly before calling the parent.
clearAccessChain();
setAccessChainLValue(base);
for (const auto& offset : offsets) {
accessChainPush(offset, {}, 0);
}
spv::Id result =
spv::Builder::createAccessChain(storage_class, base, offsets);
// Clear the state again to avoid affecting subsequent operations
clearAccessChain();
return result;
}
spv::Id createQuadOp(spv::Op op_code, spv::Id type_id, spv::Id operand1,
spv::Id operand2, spv::Id operand3, spv::Id operand4);
spv::Id createNoContractionUnaryOp(spv::Op op_code, spv::Id type_id,
spv::Id operand);
spv::Id createNoContractionBinOp(spv::Op op_code, spv::Id type_id,
spv::Id operand1, spv::Id operand2);
spv::Id createUnaryBuiltinCall(spv::Id result_type, spv::Id builtins,
int entry_point, spv::Id operand);
spv::Id createBinBuiltinCall(spv::Id result_type, spv::Id builtins,
int entry_point, spv::Id operand1,
spv::Id operand2);
spv::Id createTriBuiltinCall(spv::Id result_type, spv::Id builtins,
int entry_point, spv::Id operand1,
spv::Id operand2, spv::Id operand3);
// Helper to use for building nested control flow with if-then-else with
// additions over SpvBuilder::If.
class IfBuilder {
public:
IfBuilder(spv::Id condition, spv::SelectionControlMask control,
SpirvBuilder& builder, unsigned int thenWeight = 0,
unsigned int elseWeight = 0);
~IfBuilder() {
#ifndef NDEBUG
assert_true(currentBranch == Branch::kMerge);
#endif
}
void makeBeginElse(bool branchToMerge = true);
void makeEndIf(bool branchToMerge = true);
// If there's no then/else block that branches to the merge block, the phi
// parent is the header block - this simplifies then-only usage.
spv::Id getThenPhiParent() const { return thenPhiParent; }
spv::Id getElsePhiParent() const { return elsePhiParent; }
spv::Id createMergePhi(spv::Id then_variable, spv::Id else_variable) const;
private:
enum class Branch {
kThen,
kElse,
kMerge,
};
IfBuilder(const IfBuilder& ifBuilder) = delete;
IfBuilder& operator=(const IfBuilder& ifBuilder) = delete;
SpirvBuilder& builder;
spv::Id condition;
spv::SelectionControlMask control;
unsigned int thenWeight;
unsigned int elseWeight;
spv::Function& function;
spv::Block* headerBlock;
spv::Block* thenBlock;
spv::Block* elseBlock;
spv::Block* mergeBlock;
spv::Id thenPhiParent;
spv::Id elsePhiParent;
#ifndef NDEBUG
Branch currentBranch = Branch::kThen;
#endif
};
// Simpler and more flexible (such as multiple cases pointing to the same
// block) compared to makeSwitch.
class SwitchBuilder {
public:
SwitchBuilder(spv::Id selector, spv::SelectionControlMask selection_control,
SpirvBuilder& builder);
~SwitchBuilder() { assert_true(current_branch_ == Branch::kMerge); }
void makeBeginDefault();
void makeBeginCase(unsigned int literal);
void addCurrentCaseLiteral(unsigned int literal);
void makeEndSwitch();
// If there's no default block that branches to the merge block, the phi
// parent is the header block - this simplifies case-only usage.
spv::Id getDefaultPhiParent() const { return default_phi_parent_; }
private:
enum class Branch {
kSelection,
kDefault,
kCase,
kMerge,
};
void endSegment();
SpirvBuilder& builder_;
spv::Id selector_;
spv::SelectionControlMask selection_control_;
spv::Function& function_;
spv::Block* header_block_;
spv::Block* merge_block_;
spv::Block* default_block_ = nullptr;
std::vector<std::pair<unsigned int, spv::Id>> cases_;
spv::Id default_phi_parent_;
Branch current_branch_ = Branch::kSelection;
};
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_SPIRV_BUILDER_H_