1/*
2 * Copyright (C) 2019 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
14 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
15 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
17 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
18 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
19 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
20 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
21 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
22 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
23 * THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26#include "config.h"
27#include "WHLSLBuiltInSemantic.h"
28
29#if ENABLE(WEBGPU)
30
31#include "WHLSLFunctionDefinition.h"
32#include "WHLSLInferTypes.h"
33#include "WHLSLIntrinsics.h"
34#include "WHLSLTypeReference.h"
35
36namespace WebCore {
37
38namespace WHLSL {
39
40namespace AST {
41
42bool BuiltInSemantic::isAcceptableType(const UnnamedType& unnamedType, const Intrinsics& intrinsics) const
43{
44 switch (m_variable) {
45 case Variable::SVInstanceID:
46 return matches(unnamedType, intrinsics.uintType());
47 case Variable::SVVertexID:
48 return matches(unnamedType, intrinsics.uintType());
49 case Variable::PSize:
50 return matches(unnamedType, intrinsics.floatType());
51 case Variable::SVPosition:
52 return matches(unnamedType, intrinsics.float4Type());
53 case Variable::SVIsFrontFace:
54 return matches(unnamedType, intrinsics.boolType());
55 case Variable::SVSampleIndex:
56 return matches(unnamedType, intrinsics.uintType());
57 case Variable::SVInnerCoverage:
58 return matches(unnamedType, intrinsics.uintType());
59 case Variable::SVTarget:
60 return matches(unnamedType, intrinsics.float4Type());
61 case Variable::SVDepth:
62 return matches(unnamedType, intrinsics.floatType());
63 case Variable::SVCoverage:
64 return matches(unnamedType, intrinsics.uintType());
65 case Variable::SVDispatchThreadID:
66 return matches(unnamedType, intrinsics.float3Type());
67 case Variable::SVGroupID:
68 return matches(unnamedType, intrinsics.float3Type());
69 case Variable::SVGroupIndex:
70 return matches(unnamedType, intrinsics.uintType());
71 case Variable::SVGroupThreadID:
72 return matches(unnamedType, intrinsics.float3Type());
73 }
74}
75
76bool BuiltInSemantic::isAcceptableForShaderItemDirection(ShaderItemDirection direction, const Optional<EntryPointType>& entryPointType) const
77{
78 switch (*entryPointType) {
79 case EntryPointType::Vertex:
80 switch (direction) {
81 case ShaderItemDirection::Input:
82 switch (m_variable) {
83 case Variable::SVInstanceID:
84 case Variable::SVVertexID:
85 return true;
86 default:
87 return false;
88 }
89 case ShaderItemDirection::Output:
90 switch (m_variable) {
91 case Variable::PSize:
92 case Variable::SVPosition:
93 return true;
94 default:
95 return false;
96 }
97 }
98 case EntryPointType::Fragment:
99 switch (direction) {
100 case ShaderItemDirection::Input:
101 switch (m_variable) {
102 case Variable::SVIsFrontFace:
103 case Variable::SVPosition:
104 case Variable::SVSampleIndex:
105 case Variable::SVInnerCoverage:
106 return true;
107 default:
108 return false;
109 }
110 case ShaderItemDirection::Output:
111 switch (m_variable) {
112 case Variable::SVTarget:
113 case Variable::SVDepth:
114 case Variable::SVCoverage:
115 return true;
116 default:
117 return false;
118 }
119 }
120 case EntryPointType::Compute:
121 switch (direction) {
122 case ShaderItemDirection::Input:
123 switch (m_variable) {
124 case Variable::SVDispatchThreadID:
125 case Variable::SVGroupID:
126 case Variable::SVGroupIndex:
127 case Variable::SVGroupThreadID:
128 return true;
129 default:
130 return false;
131 }
132 case ShaderItemDirection::Output:
133 return false;
134 }
135 }
136}
137
138} // namespace AST
139
140}
141
142}
143
144#endif
145