Functions.cpp 4.4 KB

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