Functions.cpp 4.3 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/Utils/Functions.h>
  6. namespace anki {
  7. template<typename T>
  8. static void writeShaderBlockMemorySanityChecks(const ShaderVariableBlockInfo& varBlkInfo, const void* elements,
  9. U32 elementsCount, void* buffBegin, const void* buffEnd)
  10. {
  11. // Check args
  12. ANKI_ASSERT(elements != nullptr);
  13. ANKI_ASSERT(elementsCount > 0);
  14. ANKI_ASSERT(buffBegin != nullptr);
  15. ANKI_ASSERT(buffEnd != nullptr);
  16. ANKI_ASSERT(buffBegin < buffEnd);
  17. // Check varBlkInfo
  18. ANKI_ASSERT(varBlkInfo.m_offset != -1);
  19. ANKI_ASSERT(varBlkInfo.m_arraySize > 0);
  20. if(varBlkInfo.m_arraySize > 1)
  21. {
  22. ANKI_ASSERT(varBlkInfo.m_arrayStride > 0);
  23. }
  24. // Check array size
  25. ANKI_ASSERT(I16(elementsCount) <= varBlkInfo.m_arraySize);
  26. }
  27. template<typename T>
  28. static void writeShaderBlockMemorySimple(const ShaderVariableBlockInfo& varBlkInfo, const void* elements,
  29. U32 elementsCount, void* buffBegin, const void* buffEnd)
  30. {
  31. writeShaderBlockMemorySanityChecks<T>(varBlkInfo, elements, elementsCount, buffBegin, buffEnd);
  32. U8* outBuff = static_cast<U8*>(buffBegin) + varBlkInfo.m_offset;
  33. const U8* inBuff = static_cast<const U8*>(elements);
  34. for(U i = 0; i < elementsCount; i++)
  35. {
  36. ANKI_ASSERT(outBuff + sizeof(T) <= static_cast<const U8*>(buffEnd));
  37. // Memcpy because Vec might have SIMD alignment but not the output buffer
  38. memcpy(outBuff, inBuff + i * sizeof(T), sizeof(T));
  39. outBuff += varBlkInfo.m_arrayStride;
  40. }
  41. }
  42. template<typename T, typename Vec>
  43. static void writeShaderBlockMemoryMatrix(const ShaderVariableBlockInfo& varBlkInfo, const void* elements,
  44. U32 elementsCount, void* buffBegin, const void* buffEnd)
  45. {
  46. writeShaderBlockMemorySanityChecks<T>(varBlkInfo, elements, elementsCount, buffBegin, buffEnd);
  47. ANKI_ASSERT(varBlkInfo.m_matrixStride > 0);
  48. ANKI_ASSERT(varBlkInfo.m_matrixStride >= static_cast<I16>(sizeof(Vec)));
  49. U8* buff = static_cast<U8*>(buffBegin) + varBlkInfo.m_offset;
  50. for(U i = 0; i < elementsCount; i++)
  51. {
  52. U8* subbuff = buff;
  53. const T& matrix = static_cast<const T*>(elements)[i];
  54. for(U j = 0; j < sizeof(T) / sizeof(Vec); j++)
  55. {
  56. ANKI_ASSERT((subbuff + sizeof(Vec)) <= static_cast<const U8*>(buffEnd));
  57. const Vec in = matrix.getRow(j);
  58. memcpy(subbuff, &in, sizeof(Vec)); // Memcpy because Vec might have SIMD alignment but not the output buffer
  59. subbuff += varBlkInfo.m_matrixStride;
  60. }
  61. buff += varBlkInfo.m_arrayStride;
  62. }
  63. }
  64. // This is some trickery to select calling between writeShaderBlockMemoryMatrix and writeShaderBlockMemorySimple
  65. namespace {
  66. template<typename T>
  67. class IsShaderVarDataTypeAMatrix
  68. {
  69. public:
  70. static constexpr Bool VALUE = false;
  71. };
  72. #define ANKI_SVDT_MACRO(capital, type, baseType, rowCount, columnCount, isIntagralType) \
  73. template<> \
  74. class IsShaderVarDataTypeAMatrix<type> \
  75. { \
  76. public: \
  77. static constexpr Bool VALUE = rowCount * columnCount > 4; \
  78. };
  79. #include <AnKi/Gr/ShaderVariableDataType.defs.h>
  80. #undef ANKI_SVDT_MACRO
  81. template<typename T, Bool isMatrix = IsShaderVarDataTypeAMatrix<T>::VALUE>
  82. class WriteShaderBlockMemory
  83. {
  84. public:
  85. void operator()(const ShaderVariableBlockInfo& varBlkInfo, const void* elements, U32 elementsCount, void* buffBegin,
  86. const void* buffEnd)
  87. {
  88. using RowVec = typename T::RowVec;
  89. writeShaderBlockMemoryMatrix<T, RowVec>(varBlkInfo, elements, elementsCount, buffBegin, buffEnd);
  90. }
  91. };
  92. template<typename T>
  93. class WriteShaderBlockMemory<T, false>
  94. {
  95. public:
  96. void operator()(const ShaderVariableBlockInfo& varBlkInfo, const void* elements, U32 elementsCount, void* buffBegin,
  97. const void* buffEnd)
  98. {
  99. writeShaderBlockMemorySimple<T>(varBlkInfo, elements, elementsCount, buffBegin, buffEnd);
  100. }
  101. };
  102. } // namespace
  103. void writeShaderBlockMemory(ShaderVariableDataType type, const ShaderVariableBlockInfo& varBlkInfo,
  104. const void* elements, U32 elementsCount, void* buffBegin, const void* buffEnd)
  105. {
  106. switch(type)
  107. {
  108. #define ANKI_SVDT_MACRO(capital, type, baseType, rowCount, columnCount, isIntagralType) \
  109. case ShaderVariableDataType::capital: \
  110. WriteShaderBlockMemory<type>()(varBlkInfo, elements, elementsCount, buffBegin, buffEnd); \
  111. break;
  112. #include <AnKi/Gr/ShaderVariableDataType.defs.h>
  113. #undef ANKI_SVDT_MACRO
  114. default:
  115. ANKI_ASSERT(0);
  116. }
  117. }
  118. } // end namespace anki