blob: 5d6d6eac0b2961cd2891f7423429f618be433c75 [file]
/* Copyright (c) 2025-2026 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <stdint.h>
#include "pass.h"
namespace gpuav {
namespace spirv {
// Create a pass to instrument things dedicated to Mesh/Task shaders
class MeshShading : public Pass {
public:
MeshShading(Module& module);
const char* Name() const final { return "MeshShading"; }
bool Instrument() final;
void PrintDebugInfo() const final;
private:
// This is metadata tied to a single instruction gathered during RequiresInstrumentation() to be used later
struct InstructionMeta {
const Instruction* target_instruction = nullptr;
// linked function index
uint32_t function_id;
};
bool RequiresInstrumentation(const Function& function, const Instruction& inst, InstructionMeta& meta);
uint32_t CreateFunctionCall(BasicBlock& block, InstructionIt* inst_it, const InstructionMeta& meta);
uint32_t GetLinkFunctionId(const InstructionMeta& meta);
// Function IDs to link in
enum FunctionNames {
SET_MESH_OUTPUT = 0,
TASK_PAYLOAD_ALWAYS = 1,
FUNC_COUNT = 2,
};
uint32_t link_function_id_[FUNC_COUNT]{};
// OpExecutionMode OutputVertices
uint32_t output_vertices_id_ = 0;
// OpExecutionModeId OutputPrimitivesEXT
uint32_t output_primitives_id_ = 0;
bool guard_all_task_payloads_ = false;
};
} // namespace spirv
} // namespace gpuav