| /* |
| * Copyright (C) 2019 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' |
| * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, |
| * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS |
| * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF |
| * THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #include "config.h" |
| #include "WHLSLBuiltInSemantic.h" |
| |
| #if ENABLE(WEBGPU) |
| |
| #include "WHLSLFunctionDefinition.h" |
| #include "WHLSLInferTypes.h" |
| #include "WHLSLIntrinsics.h" |
| #include "WHLSLTypeReference.h" |
| |
| namespace WebCore { |
| |
| namespace WHLSL { |
| |
| namespace AST { |
| |
| bool BuiltInSemantic::isAcceptableType(const UnnamedType& unnamedType, const Intrinsics& intrinsics) const |
| { |
| switch (m_variable) { |
| case Variable::SVInstanceID: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::SVVertexID: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::PSize: |
| return matches(unnamedType, intrinsics.floatType()); |
| case Variable::SVPosition: |
| return matches(unnamedType, intrinsics.float4Type()); |
| case Variable::SVIsFrontFace: |
| return matches(unnamedType, intrinsics.boolType()); |
| case Variable::SVSampleIndex: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::SVInnerCoverage: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::SVTarget: |
| return matches(unnamedType, intrinsics.float4Type()); |
| case Variable::SVDepth: |
| return matches(unnamedType, intrinsics.floatType()); |
| case Variable::SVCoverage: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::SVDispatchThreadID: |
| return matches(unnamedType, intrinsics.float3Type()); |
| case Variable::SVGroupID: |
| return matches(unnamedType, intrinsics.float3Type()); |
| case Variable::SVGroupIndex: |
| return matches(unnamedType, intrinsics.uintType()); |
| case Variable::SVGroupThreadID: |
| return matches(unnamedType, intrinsics.float3Type()); |
| } |
| } |
| |
| bool BuiltInSemantic::isAcceptableForShaderItemDirection(ShaderItemDirection direction, const Optional<EntryPointType>& entryPointType) const |
| { |
| switch (*entryPointType) { |
| case EntryPointType::Vertex: |
| switch (direction) { |
| case ShaderItemDirection::Input: |
| switch (m_variable) { |
| case Variable::SVInstanceID: |
| case Variable::SVVertexID: |
| return true; |
| default: |
| return false; |
| } |
| case ShaderItemDirection::Output: |
| switch (m_variable) { |
| case Variable::PSize: |
| case Variable::SVPosition: |
| return true; |
| default: |
| return false; |
| } |
| } |
| case EntryPointType::Fragment: |
| switch (direction) { |
| case ShaderItemDirection::Input: |
| switch (m_variable) { |
| case Variable::SVIsFrontFace: |
| case Variable::SVPosition: |
| case Variable::SVSampleIndex: |
| case Variable::SVInnerCoverage: |
| return true; |
| default: |
| return false; |
| } |
| case ShaderItemDirection::Output: |
| switch (m_variable) { |
| case Variable::SVTarget: |
| case Variable::SVDepth: |
| case Variable::SVCoverage: |
| return true; |
| default: |
| return false; |
| } |
| } |
| case EntryPointType::Compute: |
| switch (direction) { |
| case ShaderItemDirection::Input: |
| switch (m_variable) { |
| case Variable::SVDispatchThreadID: |
| case Variable::SVGroupID: |
| case Variable::SVGroupIndex: |
| case Variable::SVGroupThreadID: |
| return true; |
| default: |
| return false; |
| } |
| case ShaderItemDirection::Output: |
| return false; |
| } |
| } |
| } |
| |
| } // namespace AST |
| |
| } |
| |
| } |
| |
| #endif |