This adds infrastructure suitable for any front end to create SPIR-V loop control flags. The only current front end doing so is HLSL. [unroll] turns into spv::LoopControlUnrollMask [loop] turns into spv::LoopControlDontUnrollMask no specification means spv::LoopControlMaskNone
		
			
				
	
	
		
			119 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//
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// Copyright (C) 2016 LunarG, Inc.
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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//
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//    Redistributions of source code must retain the above copyright
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//    notice, this list of conditions and the following disclaimer.
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//
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//    Redistributions in binary form must reproduce the above
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//    copyright notice, this list of conditions and the following
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//    disclaimer in the documentation and/or other materials provided
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//    with the distribution.
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//
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//    Neither the name of Google, Inc., nor the names of its
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//    contributors may be used to endorse or promote products derived
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//    from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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#include "hlslAttributes.h"
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#include <cstdlib>
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#include <cctype>
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namespace glslang {
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    // Map the given string to an attribute enum from TAttributeType,
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    // or EatNone if invalid.
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    TAttributeType TAttributeMap::attributeFromName(const TString& name)
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    {
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        // These are case insensitive.
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        TString lowername(name);
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        std::transform(lowername.begin(), lowername.end(), lowername.begin(), ::tolower);
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        if (lowername == "allow_uav_condition")
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            return EatAllow_uav_condition;
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        else if (lowername == "branch")
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            return EatBranch;
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        else if (lowername == "call")
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            return EatCall;
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        else if (lowername == "domain")
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            return EatDomain;
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        else if (lowername == "earlydepthstencil")
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            return EatEarlyDepthStencil;
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        else if (lowername == "fastopt")
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            return EatFastOpt;
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        else if (lowername == "flatten")
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            return EatFlatten;
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        else if (lowername == "forcecase")
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            return EatForceCase;
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        else if (lowername == "instance")
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            return EatInstance;
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        else if (lowername == "maxtessfactor")
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            return EatMaxTessFactor;
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        else if (lowername == "maxvertexcount")
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            return EatMaxVertexCount;
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        else if (lowername == "numthreads")
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            return EatNumThreads;
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        else if (lowername == "outputcontrolpoints")
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            return EatOutputControlPoints;
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        else if (lowername == "outputtopology")
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            return EatOutputTopology;
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        else if (lowername == "partitioning")
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            return EatPartitioning;
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        else if (lowername == "patchconstantfunc")
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            return EatPatchConstantFunc;
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        else if (lowername == "unroll")
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            return EatUnroll;
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        else if (lowername == "loop")
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            return EatLoop;
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        else
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            return EatNone;
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    }
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    // Look up entry, inserting if it's not there, and if name is a valid attribute name
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    // as known by attributeFromName.
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    TAttributeType TAttributeMap::setAttribute(const TString* name, TIntermAggregate* value)
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    {
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        if (name == nullptr)
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            return EatNone;
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        const TAttributeType attr = attributeFromName(*name);
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        if (attr != EatNone)
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            attributes[attr] = value;
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        return attr;
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    }
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    // Look up entry (const version), and return aggregate node.  This cannot change the map.
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    const TIntermAggregate* TAttributeMap::operator[](TAttributeType attr) const
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    {
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        const auto entry = attributes.find(attr);
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        return (entry == attributes.end()) ? nullptr : entry->second;
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    }
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    // True if entry exists in map (even if value is nullptr)
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    bool TAttributeMap::contains(TAttributeType attr) const
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    {
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        return attributes.find(attr) != attributes.end();
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    }
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} // end namespace glslang
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