zig/lib/std/gpu.zig
2024-02-05 11:55:14 +03:30

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const std = @import("std.zig");
const comptimePrint = std.fmt.comptimePrint;
/// Will make `ptr` contain the location of the current invocation within the
/// global workgroup. Each component is equal to the index of the local workgroup
/// multiplied by the size of the local workgroup plus `localInvocationId`.
/// `ptr` must be a reference to variable or struct field.
pub fn globalInvocationId(comptime ptr: *addrspace(.input) @Vector(3, u32)) void {
asm volatile (
\\OpDecorate %ptr BuiltIn GlobalInvocationId
:
: [ptr] "" (ptr),
);
}
/// Will make that variable contain the location of the current cluster
/// culling, task, mesh, or compute shader invocation within the local
/// workgroup. Each component ranges from zero through to the size of the
/// workgroup in that dimension minus one.
/// `ptr` must be a reference to variable or struct field.
pub fn localInvocationId(comptime ptr: *addrspace(.input) @Vector(3, u32)) void {
asm volatile (
\\OpDecorate %ptr BuiltIn LocalInvocationId
:
: [ptr] "" (ptr),
);
}
/// Output vertex position from a `Vertex` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn position(comptime ptr: *addrspace(.output) @Vector(4, f32)) void {
asm volatile (
\\OpDecorate %ptr BuiltIn Position
:
: [ptr] "" (ptr),
);
}
/// Will make `ptr` contain the index of the vertex that is
/// being processed by the current vertex shader invocation.
/// `ptr` must be a reference to variable or struct field.
pub fn vertexIndex(comptime ptr: *addrspace(.input) u32) void {
asm volatile (
\\OpDecorate %ptr BuiltIn VertexIndex
:
: [ptr] "" (ptr),
);
}
/// Output fragment depth from a `Fragment` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn fragmentCoord(comptime ptr: *addrspace(.input) @Vector(4, f32)) void {
asm volatile (
\\OpDecorate %ptr BuiltIn FragCoord
:
: [ptr] "" (ptr),
);
}
/// Output fragment depth from a `Fragment` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn fragmentDepth(comptime ptr: *addrspace(.output) f32) void {
asm volatile (
\\OpDecorate %ptr BuiltIn FragDepth
:
: [ptr] "" (ptr),
);
}
/// 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 {
const code = comptimePrint("OpDecorate %ptr Location {}", .{loc});
asm volatile (code
:
: [ptr] "" (ptr),
);
}
/// 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 group: u32, comptime bind: u32) void {
const code = comptimePrint(
\\OpDecorate %ptr DescriptorSet {}
\\OpDecorate %ptr Binding {}
, .{ group, bind });
asm volatile (code
:
: [ptr] "" (ptr),
);
}
pub const Origin = enum(u32) {
/// Increase toward the right and downward
upper_left = 7,
/// Increase toward the right and upward
lower_left = 8,
};
/// The coordinates appear to originate in the specified `origin`.
/// Only valid with the `Fragment` calling convention.
pub fn fragmentOrigin(comptime entry_point: anytype, comptime origin: Origin) void {
const origin_enum = switch (origin) {
.upper_left => .OriginUpperLeft,
.lower_left => .OriginLowerLeft,
};
asm volatile ("OpExecutionMode %entry_point " ++ @tagName(origin_enum)
:
: [entry_point] "" (entry_point),
);
}
pub const DepthMode = enum(u32) {
/// Declares that this entry point dynamically writes the
/// `fragmentDepth` built in-decorated variable.
replacing = 12,
/// Indicates that per-fragment tests may assume that
/// any `fragmentDepth` built in-decorated value written by the shader is
/// greater-than-or-equal to the fragments interpolated depth value
greater = 14,
/// Indicates that per-fragment tests may assume that
/// any `fragmentDepth` built in-decorated value written by the shader is
/// less-than-or-equal to the fragments interpolated depth value
less = 15,
/// Indicates that per-fragment tests may assume that
/// any `fragmentDepth` built in-decorated value written by the shader is
/// the same as the fragments interpolated depth value
unchanged = 16,
};
/// Only valid with the `Fragment` calling convention.
pub fn depthMode(comptime entry_point: anytype, comptime mode: DepthMode) void {
const code = comptimePrint("OpExecutionMode %entry_point {}", .{@intFromEnum(mode)});
asm volatile (code
:
: [entry_point] "" (entry_point),
);
}
/// Indicates the workgroup size in the `x`, `y`, and `z` dimensions.
/// Only valid with the `GLCompute` or `Kernel` calling conventions.
pub fn workgroupSize(comptime entry_point: anytype, comptime size: @Vector(3, u32)) void {
const code = comptimePrint("OpExecutionMode %entry_point LocalSize {} {} {}", .{
size[0],
size[1],
size[2],
});
asm volatile (code
:
: [entry_point] "" (entry_point),
);
}
/// A hint to the client, which indicates the workgroup size in the `x`, `y`, and `z` dimensions.
/// Only valid with the `GLCompute` or `Kernel` calling conventions.
pub fn workgroupSizeHint(comptime entry_point: anytype, comptime size: @Vector(3, u32)) void {
const code = comptimePrint("OpExecutionMode %entry_point LocalSizeHint {} {} {}", .{
size[0],
size[1],
size[2],
});
asm volatile (code
:
: [entry_point] "" (entry_point),
);
}