using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation; using System; using System.Collections.Generic; 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 "); context.AppendLine("#include "); context.AppendLine(); context.AppendLine("using namespace metal;"); context.AppendLine(); if ((info.HelperFunctionsMask & HelperFunctionsMask.SwizzleAdd) != 0) { } DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input))); context.AppendLine(); DeclareOutputAttributes(context, info.IoDefinitions.Where(x => x.StorageKind == StorageKind.Output)); } 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) { if (stage == ShaderStage.Vertex) { context.AppendLine("VertexOutput out;"); } else if (stage == ShaderStage.Fragment) { context.AppendLine("FragmentOutput out;"); } 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($"Invalid variable type \"{type}\"."), }; } private static void DeclareInputAttributes(CodeGenContext context, IEnumerable inputs) { if (context.Definitions.IaIndexing) { // Not handled } else { if (inputs.Any()) { string prefix = ""; switch (context.Definitions.Stage) { case ShaderStage.Vertex: prefix = "Vertex"; break; case ShaderStage.Fragment: prefix = "Fragment"; break; case ShaderStage.Compute: prefix = "Compute"; break; } context.AppendLine($"struct {prefix}In"); context.EnterScope(); foreach (var ioDefinition in inputs.OrderBy(x => x.Location)) { string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false)); string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}"; string suffix = context.Definitions.Stage == ShaderStage.Vertex ? $" [[attribute({ioDefinition.Location})]]" : ""; context.AppendLine($"{type} {name}{suffix};"); } context.LeaveScope(";"); } } } private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable inputs) { if (context.Definitions.IaIndexing) { // Not handled } else { if (inputs.Any()) { string prefix = ""; switch (context.Definitions.Stage) { case ShaderStage.Vertex: prefix = "Vertex"; break; case ShaderStage.Fragment: prefix = "Fragment"; break; case ShaderStage.Compute: prefix = "Compute"; break; } context.AppendLine($"struct {prefix}Output"); context.EnterScope(); foreach (var ioDefinition in inputs.OrderBy(x => x.Location)) { string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true)); string name = ioDefinition.IoVariable switch { IoVariable.Position => "position", IoVariable.FragmentOutputColor => "color", _ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}" }; string suffix = ioDefinition.IoVariable switch { IoVariable.Position => " [[position]]", _ => "" }; context.AppendLine($"{type} {name}{suffix};"); } context.LeaveScope(";"); } } } } }