using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation; using System; 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 "); context.AppendLine("#include "); context.AppendLine(); context.AppendLine("using namespace metal;"); context.AppendLine(); if ((info.HelperFunctionsMask & HelperFunctionsMask.SwizzleAdd) != 0) { } 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}\"."), }; } 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(";"); } } } }