334 lines
16 KiB
C
334 lines
16 KiB
C
////////////////////////////////////////////////////////////
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//~ Ref types
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Enum(G_RefKind)
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{
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G_RefKind_StructuredBuffer,
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G_RefKind_ByteAddressBuffer,
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G_RefKind_Texture1D,
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G_RefKind_Texture2D,
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G_RefKind_Texture3D,
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G_RefKind_SamplerState,
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};
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Struct(G_StructuredBufferRef) { u32 v; };
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Struct(G_ByteAddressBufferRef) { u32 v; };
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Struct(G_Texture1DRef) { u32 v; };
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Struct(G_Texture2DRef) { u32 v; };
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Struct(G_Texture3DRef) { u32 v; };
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Struct(G_SamplerStateRef) { u32 v; };
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#define G_IsRefNil(r) ((r).v == 0)
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////////////////////////////////////////////////////////////
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//~ Constant types
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//
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// D3D12 exposes 64 root constants and Vulkan exposes 32 push constants.
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// Supposedly AMD hardware will start spilling constants once more than
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// 12 are in use - https://gpuopen.com/learn/rdna-performance-guide/
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//
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#define G_NumGeneralPurposeConstants (24) // Constants available for any usage
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#define G_NumReservedConstants (4) // Constants reserved for internal usage by the GPU layer
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#define G_NumConstants (G_NumGeneralPurposeConstants + G_NumReservedConstants)
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#if IsCpu
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#define G_ForceDeclConstant(type, name, slot) \
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enum { name = slot }; \
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Struct(name##__shaderconstanttype) { type v; }
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#define G_DeclConstant(type, name, slot) \
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StaticAssert(sizeof(type) <= 4); \
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StaticAssert(slot < G_NumGeneralPurposeConstants); \
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G_ForceDeclConstant(type, name, slot)
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#else
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#define G_ForceDeclConstant(type, name, slot) cbuffer name : register(b##slot) { type name; }
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#define G_DeclConstant(type, name, slot) G_ForceDeclConstant(type, name, slot)
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#endif
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////////////////////////////////////////////////////////////
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//~ Reserved constants
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// The constants declared below assume this configuration is accurate for slot usage
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StaticAssert(G_NumGeneralPurposeConstants == 24);
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StaticAssert(G_NumReservedConstants >= 3);
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G_ForceDeclConstant(G_ByteAddressBufferRef, G_ShaderConst_PrintBufferRef, 24);
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G_ForceDeclConstant(b32, G_ShaderConst_TweakB32, 25);
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G_ForceDeclConstant(f32, G_ShaderConst_TweakF32, 26);
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#if IsGpu
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#define G_TweakBool G_ShaderConst_TweakB32
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#define G_TweakFloat G_ShaderConst_TweakF32
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#endif
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////////////////////////////////////////////////////////////
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//~ Basic samplers
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Enum(G_BasicSamplerKind)
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{
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G_BasicSamplerKind_PointClamp,
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G_BasicSamplerKind_PointWrap,
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G_BasicSamplerKind_PointMirror,
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G_BasicSamplerKind_BilinearClamp,
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G_BasicSamplerKind_BilinearWrap,
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G_BasicSamplerKind_BilinearMirror,
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G_BasicSamplerKind_TrilinearClamp,
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G_BasicSamplerKind_TrilinearWrap,
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G_BasicSamplerKind_TrilinearMirror,
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G_BasicSamplerKind_COUNT
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};
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////////////////////////////////////////////////////////////
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//~ Resource dereference
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#if IsGpu
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// NOTE: Uniform dereferencing is faster than Non-Uniform on AMD hardware
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//- Scalar/Uniform dereference
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SamplerState G_SDeref(G_SamplerStateRef r) { return SamplerDescriptorHeap[r.v]; }
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template<typename T> StructuredBuffer<T> G_SDeref(G_StructuredBufferRef r) { return ResourceDescriptorHeap[r.v]; }
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ByteAddressBuffer G_SDeref(G_ByteAddressBufferRef r) { return ResourceDescriptorHeap[r.v]; }
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template<typename T> Texture1D<T> G_SDeref(G_Texture1DRef r) { return ResourceDescriptorHeap[r.v]; }
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template<typename T> Texture2D<T> G_SDeref(G_Texture2DRef r) { return ResourceDescriptorHeap[r.v]; }
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template<typename T> Texture3D<T> G_SDeref(G_Texture3DRef r) { return ResourceDescriptorHeap[r.v]; }
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template<typename T> RWStructuredBuffer<T> G_SDerefRW(G_StructuredBufferRef r) { return ResourceDescriptorHeap[r.v + 1]; }
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RWByteAddressBuffer G_SDerefRW(G_ByteAddressBufferRef r) { return ResourceDescriptorHeap[r.v + 1]; }
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template<typename T> RWTexture1D<T> G_SDerefRW(G_Texture1DRef r) { return ResourceDescriptorHeap[r.v + 1]; }
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template<typename T> RWTexture2D<T> G_SDerefRW(G_Texture2DRef r) { return ResourceDescriptorHeap[r.v + 1]; }
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template<typename T> RWTexture3D<T> G_SDerefRW(G_Texture3DRef r) { return ResourceDescriptorHeap[r.v + 1]; }
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//- Vector/Non-Uniform dereference
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SamplerState G_VDeref(G_SamplerStateRef r) { return SamplerDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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template<typename T> StructuredBuffer<T> G_VDeref(G_StructuredBufferRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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ByteAddressBuffer G_VDeref(G_ByteAddressBufferRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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template<typename T> Texture1D<T> G_VDeref(G_Texture1DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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template<typename T> Texture2D<T> G_VDeref(G_Texture2DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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template<typename T> Texture3D<T> G_VDeref(G_Texture3DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v)]; }
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template<typename T> RWStructuredBuffer<T> G_VDerefRW(G_StructuredBufferRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v + 1)]; }
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RWByteAddressBuffer G_VDerefRW(G_ByteAddressBufferRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v + 1)]; }
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template<typename T> RWTexture1D<T> G_VDerefRW(G_Texture1DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v + 1)]; }
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template<typename T> RWTexture2D<T> G_VDerefRW(G_Texture2DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v + 1)]; }
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template<typename T> RWTexture3D<T> G_VDerefRW(G_Texture3DRef r) { return ResourceDescriptorHeap[NonUniformResourceIndex(r.v + 1)]; }
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#endif
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////////////////////////////////////////////////////////////
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//~ Resource countof
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#define G_MaxMips 16
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#define G_MaxRenderTargets 8
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#if IsGpu
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template<typename T> u32 countof(StructuredBuffer<T> obj) { u32 result; obj.GetDimensions(result); return result; }
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template<typename T> u32 countof(RWStructuredBuffer<T> obj) { u32 result; u32 stride; obj.GetDimensions(result, stride); return result; }
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u32 countof(ByteAddressBuffer obj) { u32 result; obj.GetDimensions(result); return result; }
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u32 countof(RWByteAddressBuffer obj) { u32 result; obj.GetDimensions(result); return result; }
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template<typename T> u32 countof(Texture1D<T> obj) { u32 result; obj.GetDimensions(result); return result; }
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template<typename T> u32 countof(RWTexture1D<T> obj) { u32 result; obj.GetDimensions(result); return result; }
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template<typename T> Vec2U32 countof(Texture2D<T> obj) { Vec2U32 result; obj.GetDimensions(result.x, result.y); return result; }
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template<typename T> Vec2U32 countof(RWTexture2D<T> obj) { Vec2U32 result; obj.GetDimensions(result.x, result.y); return result; }
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template<typename T> Vec3U32 countof(Texture3D<T> obj) { Vec3U32 result; obj.GetDimensions(result.x, result.y, result.z); return result; }
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template<typename T> Vec3U32 countof(RWTexture3D<T> obj) { Vec3U32 result; obj.GetDimensions(result.x, result.y, result.z); return result; }
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#endif
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////////////////////////////////////////////////////////////
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//~ Debug printf
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// This technique is based on MJP's article - https://therealmjp.github.io/posts/hlsl-printf/
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Enum(G_FmtArgKind)
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{
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G_FmtArgKind_None,
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G_FmtArgKind_End,
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G_FmtArgKind_BEGINSIZE1,
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G_FmtArgKind_Uint,
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G_FmtArgKind_Sint,
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G_FmtArgKind_Float,
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G_FmtArgKind_BEGINSIZE2,
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G_FmtArgKind_Uint2,
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G_FmtArgKind_Sint2,
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G_FmtArgKind_Float2,
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G_FmtArgKind_BEGINSIZE3,
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G_FmtArgKind_Uint3,
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G_FmtArgKind_Sint3,
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G_FmtArgKind_Float3,
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G_FmtArgKind_BEGINSIZE4,
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G_FmtArgKind_Uint4,
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G_FmtArgKind_Sint4,
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G_FmtArgKind_Float4,
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};
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Struct(G_FmtArg)
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{
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G_FmtArgKind kind;
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Vec4U32 v;
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};
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#if IsGpu && GPU_SHADER_PRINT
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G_FmtArg G_Fmt(u32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Uint; result.v.x = v; return result; }
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G_FmtArg G_Fmt(Vec2U32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Uint2; result.v.xy = v.xy; return result; }
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G_FmtArg G_Fmt(Vec3U32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Uint3; result.v.xyz = v.xyz; return result; }
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G_FmtArg G_Fmt(Vec4U32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Uint4; result.v.xyzw = v.xyzw; return result; }
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G_FmtArg G_Fmt(i32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Sint; result.v.x = v; return result; }
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G_FmtArg G_Fmt(Vec2I32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Sint2; result.v.xy = v.xy; return result; }
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G_FmtArg G_Fmt(Vec3I32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Sint3; result.v.xyz = v.xyz; return result; }
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G_FmtArg G_Fmt(Vec4I32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Sint4; result.v.xyzw = v.xyzw; return result; }
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G_FmtArg G_Fmt(f32 v) { G_FmtArg result; result.kind = G_FmtArgKind_Float; result.v.x = asuint(v); return result; }
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G_FmtArg G_Fmt(Vec2 v) { G_FmtArg result; result.kind = G_FmtArgKind_Float2; result.v.xy = asuint(v.xy); return result; }
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G_FmtArg G_Fmt(Vec3 v) { G_FmtArg result; result.kind = G_FmtArgKind_Float3; result.v.xyz = asuint(v.xyz); return result; }
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G_FmtArg G_Fmt(Vec4 v) { G_FmtArg result; result.kind = G_FmtArgKind_Float4; result.v.xyzw = asuint(v.xyzw); return result; }
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G_FmtArg G_FmtEnd(void) { G_FmtArg result; result.kind = G_FmtArgKind_End; return result; }
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Struct(G_TempPrintBuffer)
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{
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// NOTE: The larger the array size, the longer the compilation time
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u32 byte_chunks[64];
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u32 bytes_count;
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u32 chars_count;
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u32 args_count;
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b32 overflowed;
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};
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void G_PushPrintByte(inout G_TempPrintBuffer buff, u32 v)
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{
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u32 chunk_idx = buff.bytes_count / 4;
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if (chunk_idx < countof(buff.byte_chunks))
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{
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u32 byte_idx_in_chunk = buff.bytes_count & 0x03;
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if (byte_idx_in_chunk == 0)
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{
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// Since buff is not zero initialized, we set the chunk on first write here
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buff.byte_chunks[chunk_idx] = v & 0xFF;
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}
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else
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{
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buff.byte_chunks[chunk_idx] |= (v & 0xFF) << (byte_idx_in_chunk * 8);
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}
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buff.bytes_count += 1;
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}
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else
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{
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buff.overflowed = 1;
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}
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}
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void G_CommitPrint(G_TempPrintBuffer buff)
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{
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RWByteAddressBuffer rw = G_SDerefRW(G_ShaderConst_PrintBufferRef);
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if (buff.overflowed)
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{
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buff.bytes_count = 0;
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buff.chars_count = 0;
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buff.args_count = 0;
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}
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u32 chunks_count = (buff.bytes_count + 3) / 4;
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u32 alloc_size = 0;
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alloc_size += 4; // Header
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alloc_size += chunks_count * 4; // Chunks
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// Atomic fetch + add to base counter
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u32 base;
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rw.InterlockedAdd(0, alloc_size, base);
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base += 4; // Offset for allocation counter
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base += 4; // Offset for success counter
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base += 4; // Offset for overflow counter
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if ((base + alloc_size) < countof(rw))
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{
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// Increment success counter
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rw.InterlockedAdd(4, 1);
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u32 pos = 0;
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// Write header
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{
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u32 header = 0;
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header |= (buff.chars_count << 0) & 0x0000FFFF;
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header |= (buff.args_count << 16) & 0x7FFF0000;
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header |= (buff.overflowed << 31) & 0xF0000000;
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rw.Store(base + pos, header);
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pos += 4;
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}
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// Write chunks
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for (u32 chunk_idx = 0; chunk_idx < chunks_count; ++chunk_idx)
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{
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u32 chunk = buff.byte_chunks[chunk_idx];
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rw.Store(base + pos, chunk);
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pos += 4;
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}
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}
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else
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{
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// Increment overflow counter
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rw.InterlockedAdd(8, 1);
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}
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}
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#define G_PrintF_(fmt, ...) do { \
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G_TempPrintBuffer __tmp; \
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__tmp.bytes_count = 0; \
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__tmp.overflowed = 0; \
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u32 __char_idx = 0; \
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while (U32FromChar(fmt[__char_idx]) != 0) \
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{ \
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G_PushPrintByte(__tmp, U32FromChar(fmt[__char_idx])); \
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++__char_idx; \
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} \
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G_FmtArg __args[] = { __VA_ARGS__ }; \
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__tmp.chars_count = __char_idx; \
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__tmp.args_count = (countof(__args) - 1); \
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for (u32 __arg_idx = 0; __arg_idx < __tmp.args_count; ++__arg_idx) \
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{ \
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G_FmtArg __arg = __args[__arg_idx]; \
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G_PushPrintByte(__tmp, __arg.kind); \
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if (__arg.kind > G_FmtArgKind_BEGINSIZE1) \
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{ \
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G_PushPrintByte(__tmp, __arg.v.x >> 0); \
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G_PushPrintByte(__tmp, __arg.v.x >> 8); \
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G_PushPrintByte(__tmp, __arg.v.x >> 16); \
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G_PushPrintByte(__tmp, __arg.v.x >> 24); \
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} \
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if (__arg.kind > G_FmtArgKind_BEGINSIZE2) \
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{ \
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G_PushPrintByte(__tmp, __arg.v.y >> 0); \
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G_PushPrintByte(__tmp, __arg.v.y >> 8); \
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G_PushPrintByte(__tmp, __arg.v.y >> 16); \
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G_PushPrintByte(__tmp, __arg.v.y >> 24); \
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} \
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if (__arg.kind > G_FmtArgKind_BEGINSIZE3) \
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{ \
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G_PushPrintByte(__tmp, __arg.v.z >> 0); \
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G_PushPrintByte(__tmp, __arg.v.z >> 8); \
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G_PushPrintByte(__tmp, __arg.v.z >> 16); \
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G_PushPrintByte(__tmp, __arg.v.z >> 24); \
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} \
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if (__arg.kind > G_FmtArgKind_BEGINSIZE4) \
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{ \
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G_PushPrintByte(__tmp, __arg.v.w >> 0); \
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G_PushPrintByte(__tmp, __arg.v.w >> 8); \
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G_PushPrintByte(__tmp, __arg.v.w >> 16); \
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G_PushPrintByte(__tmp, __arg.v.w >> 24); \
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} \
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} \
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G_CommitPrint(__tmp); \
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} while (0)
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#define G_PrintF(fmt, ...) G_PrintF_(fmt, ##__VA_ARGS__, G_FmtEnd())
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#else
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#define G_PrintF(fmt)
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#endif
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