Ryujinx/src/Ryujinx.Graphics.Shader/CodeGen/Msl/Declarations.cs

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using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
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using System.Collections;
using System.Collections.Generic;
using System.Numerics;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
static class Declarations
{
public static void Declare(CodeGenContext context, StructuredProgramInfo info)
{
context.AppendLine("#include <metal_stdlib>");
context.AppendLine("#include <simd/simd.h>");
context.AppendLine();
context.AppendLine("using namespace metal;");
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context.AppendLine();
if ((info.HelperFunctionsMask & HelperFunctionsMask.SwizzleAdd) != 0)
{
}
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DeclareInputAttributes(context, info);
}
public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
{
foreach (AstOperand decl in function.Locals)
{
string name = context.OperandManager.DeclareLocal(decl);
context.AppendLine(GetVarTypeName(context, decl.VarType) + " " + name + ";");
}
}
public static string GetVarTypeName(CodeGenContext context, AggregateType type)
{
return type switch
{
AggregateType.Void => "void",
AggregateType.Bool => "bool",
AggregateType.FP32 => "float",
AggregateType.S32 => "int",
AggregateType.U32 => "uint",
AggregateType.Vector2 | AggregateType.Bool => "bool2",
AggregateType.Vector2 | AggregateType.FP32 => "float2",
AggregateType.Vector2 | AggregateType.S32 => "int2",
AggregateType.Vector2 | AggregateType.U32 => "uint2",
AggregateType.Vector3 | AggregateType.Bool => "bool3",
AggregateType.Vector3 | AggregateType.FP32 => "float3",
AggregateType.Vector3 | AggregateType.S32 => "int3",
AggregateType.Vector3 | AggregateType.U32 => "uint3",
AggregateType.Vector4 | AggregateType.Bool => "bool4",
AggregateType.Vector4 | AggregateType.FP32 => "float4",
AggregateType.Vector4 | AggregateType.S32 => "int4",
AggregateType.Vector4 | AggregateType.U32 => "uint4",
_ => throw new ArgumentException($"Invalid variable type \"{type}\"."),
};
}
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private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
{
if (context.Config.UsedInputAttributes != 0)
{
context.AppendLine("struct VertexIn");
context.EnterScope();
int usedAttributes = context.Config.UsedInputAttributes | context.Config.PassthroughAttributes;
while (usedAttributes != 0)
{
int index = BitOperations.TrailingZeroCount(usedAttributes);
string name = $"{DefaultNames.IAttributePrefix}{index}";
var type = context.Config.GpuAccessor.QueryAttributeType(index).ToVec4Type(TargetLanguage.Msl);
context.AppendLine($"{type} {name} [[attribute({index})]];");
usedAttributes &= ~(1 << index);
}
context.LeaveScope(";");
}
}
}
}