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

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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
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using System.Collections.Generic;
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using System.Linq;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
static class Declarations
{
/*
* Description of MSL Binding Strategy
*
* There are a few fundamental differences between how GLSL and MSL handle I/O.
* This comment will set out to describe the reasons why things are done certain ways
* and to describe the overall binding model that we're striving for here.
*
* Main I/O Structs
*
* Each stage will have a main input and output struct labeled as [Stage][In/Out], i.e VertexIn.
* Every attribute within these structs will be labeled with an [[attribute(n)]] property,
* and the overall struct will be labeled with [[stage_in]] for input structs, and defined as the
* output type of the main shader function for the output struct. This struct also contains special
* attribute-based properties like [[position]], therefore these are not confined to 'user-defined' variables.
*
* Samplers & Textures
*
* Metal does not have a combined image sampler like sampler2D in GLSL, as a result we need to bind
* an individual texture and a sampler object for each instance of a combined image sampler.
* Therefore, the binding indices of straight up textures (i.e. without a sampler) must start
* after the last sampler/texture pair (n + Number of Pairs).
*
* Uniforms
*
* MSL does not have a concept of uniforms comparable to that of GLSL. As a result, instead of
* being declared outside of any function body, uniforms are part of the function signature in MSL.
* This applies to anything bound to the shader not included in the main I/O structs.
*/
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.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
context.AppendLine();
DeclareOutputAttributes(context, info.IoDefinitions.Where(x => x.StorageKind == StorageKind.Output));
context.AppendLine();
DeclareBufferStructures(context, context.Properties.ConstantBuffers.Values);
DeclareBufferStructures(context, context.Properties.StorageBuffers.Values);
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}
static bool IsUserDefined(IoDefinition ioDefinition, StorageKind storageKind)
{
return ioDefinition.StorageKind == storageKind && ioDefinition.IoVariable == IoVariable.UserDefined;
}
public static void DeclareLocals(CodeGenContext context, StructuredFunction function, ShaderStage stage, bool isMainFunc = false)
{
if (isMainFunc)
{
DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false);
DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true);
switch (stage)
{
case ShaderStage.Vertex:
context.AppendLine("VertexOut out;");
// TODO: Only add if necessary
context.AppendLine("uint instance_index = instance_id + base_instance;");
break;
case ShaderStage.Fragment:
context.AppendLine("FragmentOut out;");
break;
}
// TODO: Only add if necessary
if (stage != ShaderStage.Compute)
{
// MSL does not give us access to [[thread_index_in_simdgroup]]
// outside compute. But we may still need to provide this value in frag/vert.
context.AppendLine("uint thread_index_in_simdgroup = simd_prefix_exclusive_sum(1);");
}
}
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, bool atomic = false)
{
var s32 = atomic ? "atomic_int" : "int";
var u32 = atomic ? "atomic_uint" : "uint";
return type switch
{
AggregateType.Void => "void",
AggregateType.Bool => "bool",
AggregateType.FP32 => "float",
AggregateType.S32 => s32,
AggregateType.U32 => u32,
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 DeclareMemories(CodeGenContext context, IEnumerable<MemoryDefinition> memories, bool isShared)
{
string prefix = isShared ? "threadgroup " : string.Empty;
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foreach (var memory in memories)
{
string arraySize = "";
if ((memory.Type & AggregateType.Array) != 0)
{
arraySize = $"[{memory.ArrayLength}]";
}
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var typeName = GetVarTypeName(context, memory.Type & ~AggregateType.Array);
context.AppendLine($"{prefix}{typeName} {memory.Name}{arraySize};");
}
}
private static void DeclareBufferStructures(CodeGenContext context, IEnumerable<BufferDefinition> buffers)
{
foreach (BufferDefinition buffer in buffers)
{
context.AppendLine($"struct {DefaultNames.StructPrefix}_{buffer.Name}");
context.EnterScope();
foreach (StructureField field in buffer.Type.Fields)
{
string typeName = GetVarTypeName(context, field.Type & ~AggregateType.Array);
string arraySuffix = "";
if (field.Type.HasFlag(AggregateType.Array))
{
if (field.ArrayLength > 0)
{
arraySuffix = $"[{field.ArrayLength}]";
}
else
{
// Probably UB, but this is the approach that MVK takes
arraySuffix = "[1]";
}
}
context.AppendLine($"{typeName} {field.Name}{arraySuffix};");
}
context.LeaveScope(";");
context.AppendLine();
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}
}
private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
{
if (context.Definitions.IaIndexing)
{
// Not handled
}
else
{
if (inputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
{
string prefix = "";
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
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context.AppendLine($"struct VertexIn");
break;
case ShaderStage.Fragment:
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context.AppendLine($"struct FragmentIn");
break;
}
context.EnterScope();
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if (context.Definitions.Stage == ShaderStage.Fragment)
{
// TODO: check if it's needed
context.AppendLine("float4 position [[position]];");
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context.AppendLine("bool front_facing [[front_facing]];");
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}
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
{
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string type = ioDefinition.IoVariable switch
{
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// IoVariable.Position => "float4",
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IoVariable.GlobalId => "uint3",
IoVariable.VertexId => "uint",
IoVariable.VertexIndex => "uint",
IoVariable.PointCoord => "float2",
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_ => GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
};
string name = ioDefinition.IoVariable switch
{
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// IoVariable.Position => "position",
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IoVariable.GlobalId => "global_id",
IoVariable.VertexId => "vertex_id",
IoVariable.VertexIndex => "vertex_index",
IoVariable.PointCoord => "point_coord",
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_ => $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "[[position]]",
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IoVariable.GlobalId => "[[thread_position_in_grid]]",
IoVariable.VertexId => "[[vertex_id]]",
// TODO: Avoid potential redeclaration
IoVariable.VertexIndex => "[[vertex_id]]",
IoVariable.PointCoord => "[[point_coord]]",
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IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
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_ => ""
};
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context.AppendLine($"{type} {name} {suffix};");
}
context.LeaveScope(";");
}
}
}
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
{
if (context.Definitions.IaIndexing)
{
// Not handled
}
else
{
if (outputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
{
string prefix = "";
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
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context.AppendLine($"struct VertexOut");
break;
case ShaderStage.Fragment:
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context.AppendLine($"struct FragmentOut");
break;
case ShaderStage.Compute:
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context.AppendLine($"struct KernelOut");
break;
}
context.EnterScope();
foreach (var ioDefinition in outputs.OrderBy(x => x.Location))
{
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string type = ioDefinition.IoVariable switch
{
IoVariable.Position => "float4",
IoVariable.PointSize => "float",
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IoVariable.FragmentOutputColor => GetVarTypeName(context, context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
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IoVariable.FragmentOutputDepth => "float",
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_ => GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
};
string name = ioDefinition.IoVariable switch
{
IoVariable.Position => "position",
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IoVariable.PointSize => "point_size",
IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
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IoVariable.FragmentOutputDepth => "depth",
_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
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IoVariable.Position => "[[position]]",
IoVariable.PointSize => "[[point_size]]",
IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
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IoVariable.FragmentOutputDepth => "[[depth(any)]]",
_ => ""
};
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context.AppendLine($"{type} {name} {suffix};");
}
context.LeaveScope(";");
}
}
}
}
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}