LibSoftGPU: Define a simple shader instruction set

This adds a simple instruction set with basic operations and adds an
instruction list to the shader class.
This commit is contained in:
Stephan Unverwerth 2022-09-17 17:50:43 +02:00 committed by Andrew Kaster
parent bb28492af0
commit 1e548a84d6
Notes: sideshowbarker 2024-07-17 18:46:30 +09:00
4 changed files with 74 additions and 3 deletions

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@ -1638,7 +1638,7 @@ NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_for
ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const&)
{
return adopt_ref(*new Shader(this));
return adopt_ref(*new Shader(this, {}));
}
void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)

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@ -0,0 +1,63 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Types.h>
namespace SoftGPU {
constexpr u8 swizzle_pattern(u8 a, u8 b, u8 c, u8 d)
{
return a | (b << 2) | (c << 4) | (d << 6);
}
constexpr u8 swizzle_index(u8 pattern, u8 element)
{
return (pattern & (3 << (element * 2))) >> (element * 2);
}
enum class Opcode : u8 {
Input,
Output,
Sample2D,
Swizzle,
Add,
Sub,
Mul,
Div,
};
struct Instruction final {
union Arguments {
struct {
u16 target_register;
u8 input_index;
} input;
struct {
u16 source_register;
u8 output_index;
} output;
struct {
u16 target_register;
u16 coordinates_register;
u8 sampler_index;
} sample;
struct {
u16 target_register;
u16 source_register;
u8 pattern;
} swizzle;
struct {
u16 target_register;
u16 source_register1;
u16 source_register2;
} binop;
} arguments;
Opcode operation;
};
}

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@ -8,8 +8,9 @@
namespace SoftGPU {
Shader::Shader(void const* ownership_token)
Shader::Shader(void const* ownership_token, Vector<Instruction> const& instructions)
: GPU::Shader(ownership_token)
, m_instructions(instructions)
{
}

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@ -6,13 +6,20 @@
#pragma once
#include <AK/Vector.h>
#include <LibGPU/Shader.h>
#include <LibSoftGPU/ISA.h>
namespace SoftGPU {
class Shader final : public GPU::Shader {
public:
Shader(void const* ownership_token);
Shader(void const* ownership_token, Vector<Instruction> const&);
Vector<Instruction> const& instructions() const { return m_instructions; }
private:
Vector<Instruction> m_instructions;
};
}