zig/lib/std / gpu.zig

Will make ptr contain the location of the current invocation within the global workgroup. Each component is equal to the index of the local workgroup multiplied by the size of the local workgroup plus localInvocationId. ptr must be a reference to variable or struct field.

const std = @import("std.zig");
const comptimePrint = std.fmt.comptimePrint;

globalInvocationId()

Will make that variable contain the location of the current cluster culling, task, mesh, or compute shader invocation within the local workgroup. Each component ranges from zero through to the size of the workgroup in that dimension minus one. ptr must be a reference to variable or struct field.


/// Will make `ptr` contain the location of the current invocation within the
/// global workgroup. Each component is equal to the index of the local workgroup
/// multiplied by the size of the local workgroup plus `localInvocationId`.
/// `ptr` must be a reference to variable or struct field.
pub fn globalInvocationId(comptime ptr: *addrspace(.input) @Vector(3, u32)) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn GlobalInvocationId
        :
        : [ptr] "" (ptr),
    );
}

localInvocationId()

Output vertex position from a Vertex entrypoint ptr must be a reference to variable or struct field.


/// Will make that variable contain the location of the current cluster
/// culling, task, mesh, or compute shader invocation within the local
/// workgroup. Each component ranges from zero through to the size of the
/// workgroup in that dimension minus one.
/// `ptr` must be a reference to variable or struct field.
pub fn localInvocationId(comptime ptr: *addrspace(.input) @Vector(3, u32)) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn LocalInvocationId
        :
        : [ptr] "" (ptr),
    );
}

position()

Will make ptr contain the index of the vertex that is being processed by the current vertex shader invocation. ptr must be a reference to variable or struct field.


/// Output vertex position from a `Vertex` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn position(comptime ptr: *addrspace(.output) @Vector(4, f32)) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn Position
        :
        : [ptr] "" (ptr),
    );
}

vertexIndex()

Output fragment depth from a Fragment entrypoint ptr must be a reference to variable or struct field.


/// Will make `ptr` contain the index of the vertex that is
/// being processed by the current vertex shader invocation.
/// `ptr` must be a reference to variable or struct field.
pub fn vertexIndex(comptime ptr: *addrspace(.input) u32) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn VertexIndex
        :
        : [ptr] "" (ptr),
    );
}

fragmentCoord()

Output fragment depth from a Fragment entrypoint ptr must be a reference to variable or struct field.


/// Output fragment depth from a `Fragment` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn fragmentCoord(comptime ptr: *addrspace(.input) @Vector(4, f32)) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn FragCoord
        :
        : [ptr] "" (ptr),
    );
}

fragmentDepth()

Forms the main linkage for input and output address spaces. ptr must be a reference to variable or struct field.


/// Output fragment depth from a `Fragment` entrypoint
/// `ptr` must be a reference to variable or struct field.
pub fn fragmentDepth(comptime ptr: *addrspace(.output) f32) void {
    asm volatile (
        \\OpDecorate %ptr BuiltIn FragDepth
        :
        : [ptr] "" (ptr),
    );
}

location()

Forms the main linkage for input and output address spaces. ptr must be a reference to variable or struct field.


/// Forms the main linkage for `input` and `output` address spaces.
/// `ptr` must be a reference to variable or struct field.
pub fn location(comptime ptr: anytype, comptime loc: u32) void {
    const code = comptimePrint("OpDecorate %ptr Location {}", .{loc});
    asm volatile (code
        :
        : [ptr] "" (ptr),
    );
}

binding()

Increase toward the right and downward


/// Forms the main linkage for `input` and `output` address spaces.
/// `ptr` must be a reference to variable or struct field.
pub fn binding(comptime ptr: anytype, comptime group: u32, comptime bind: u32) void {
    const code = comptimePrint(
        \\OpDecorate %ptr DescriptorSet {}
        \\OpDecorate %ptr Binding {}
    , .{ group, bind });
    asm volatile (code
        :
        : [ptr] "" (ptr),
    );
}

Origin

Increase toward the right and upward


pub const Origin = enum(u32) {
    /// Increase toward the right and downward
    upper_left = 7,
    /// Increase toward the right and upward
    lower_left = 8,
};

fragmentOrigin()

The coordinates appear to originate in the specified origin. Only valid with the Fragment calling convention.


/// The coordinates appear to originate in the specified `origin`.
/// Only valid with the `Fragment` calling convention.
pub fn fragmentOrigin(comptime entry_point: anytype, comptime origin: Origin) void {
    const origin_enum = switch (origin) {
        .upper_left => .OriginUpperLeft,
        .lower_left => .OriginLowerLeft,
    };
    asm volatile ("OpExecutionMode %entry_point " ++ @tagName(origin_enum)
        :
        : [entry_point] "" (entry_point),
    );
}

DepthMode

Declares that this entry point dynamically writes the fragmentDepth built in-decorated variable.


pub const DepthMode = enum(u32) {
    /// Declares that this entry point dynamically writes the
    /// `fragmentDepth` built in-decorated variable.
    replacing = 12,
    /// Indicates that per-fragment tests may assume that
    /// any `fragmentDepth` built in-decorated value written by the shader is
    /// greater-than-or-equal to the fragment’s interpolated depth value
    greater = 14,
    /// Indicates that per-fragment tests may assume that
    /// any `fragmentDepth` built in-decorated value written by the shader is
    /// less-than-or-equal to the fragment’s interpolated depth value
    less = 15,
    /// Indicates that per-fragment tests may assume that
    /// any `fragmentDepth` built in-decorated value written by the shader is
    /// the same as the fragment’s interpolated depth value
    unchanged = 16,
};

depthMode()

Indicates that per-fragment tests may assume that any fragmentDepth built in-decorated value written by the shader is greater-than-or-equal to the fragment’s interpolated depth value


/// Only valid with the `Fragment` calling convention.
pub fn depthMode(comptime entry_point: anytype, comptime mode: DepthMode) void {
    const code = comptimePrint("OpExecutionMode %entry_point {}", .{@intFromEnum(mode)});
    asm volatile (code
        :
        : [entry_point] "" (entry_point),
    );
}

workgroupSize()

Indicates that per-fragment tests may assume that any fragmentDepth built in-decorated value written by the shader is less-than-or-equal to the fragment’s interpolated depth value


/// Indicates the workgroup size in the `x`, `y`, and `z` dimensions.
/// Only valid with the `GLCompute` or `Kernel` calling conventions.
pub fn workgroupSize(comptime entry_point: anytype, comptime size: @Vector(3, u32)) void {
    const code = comptimePrint("OpExecutionMode %entry_point LocalSize {} {} {}", .{
        size[0],
        size[1],
        size[2],
    });
    asm volatile (code
        :
        : [entry_point] "" (entry_point),
    );
}

workgroupSizeHint()

Indicates that per-fragment tests may assume that any fragmentDepth built in-decorated value written by the shader is the same as the fragment’s interpolated depth value


/// A hint to the client, which indicates the workgroup size in the `x`, `y`, and `z` dimensions.
/// Only valid with the `GLCompute` or `Kernel` calling conventions.
pub fn workgroupSizeHint(comptime entry_point: anytype, comptime size: @Vector(3, u32)) void {
    const code = comptimePrint("OpExecutionMode %entry_point LocalSizeHint {} {} {}", .{
        size[0],
        size[1],
        size[2],
    });
    asm volatile (code
        :
        : [entry_point] "" (entry_point),
    );
}