mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-27 11:03:04 +00:00
Update binding model description comment
This commit is contained in:
parent
ea30e543e6
commit
6e80cc6caa
1 changed files with 29 additions and 11 deletions
|
@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||
static class Declarations
|
||||
{
|
||||
/*
|
||||
* Description of MSL Binding Strategy
|
||||
* Description of MSL Binding Model
|
||||
*
|
||||
* 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
|
||||
|
@ -19,24 +19,42 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||
*
|
||||
* 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
|
||||
* Each stage has a main input and output struct (if applicable) labeled as [Stage][In/Out], i.e VertexIn.
|
||||
* Every field within these structs is labeled with an [[attribute(n)]] property,
|
||||
* and the overall struct is 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.
|
||||
* attribute-based properties like [[position]] that would be "built-ins" in a GLSL context.
|
||||
*
|
||||
* These structs are passed as inputs to all inline functions due to containing "built-ins"
|
||||
* that inline functions assume access to.
|
||||
*
|
||||
* Vertex & Zero Buffers
|
||||
*
|
||||
* Binding indices 0-16 are reserved for vertex buffers, and binding 18 is reserved for the zero buffer.
|
||||
*
|
||||
* Uniforms & Storage Buffers
|
||||
*
|
||||
* Uniforms and storage buffers are tightly packed into their respective argument buffers
|
||||
* (effectively ignoring binding indices at shader level), with each pointer to the corresponding
|
||||
* struct that defines the layout and fields of these buffers (usually just a single data array), laid
|
||||
* out one after the other in ascending order of their binding index.
|
||||
*
|
||||
* The uniforms argument buffer is always bound at a fixed index of 20.
|
||||
* The storage buffers argument buffer is always bound at a fixed index of 21.
|
||||
*
|
||||
* These structs are passed as inputs to all inline functions as in GLSL or SPIRV,
|
||||
* uniforms and storage buffers would be globals, and inline functions assume access to these buffers.
|
||||
*
|
||||
* 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).
|
||||
* Samplers and textures are bound in a shared argument buffer. This argument buffer is tightly packed
|
||||
* (effectively ignoring binding indices at shader level), with texture and their samplers (if present)
|
||||
* laid out one after the other in ascending order of their binding index.
|
||||
*
|
||||
* Uniforms
|
||||
* The samplers and textures argument buffer is always bound at a fixed index of 22.
|
||||
*
|
||||
* 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)
|
||||
|
|
Loading…
Reference in a new issue