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201 lines
8.3 KiB
C#
201 lines
8.3 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class Declarations
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{
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/*
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* Description of MSL Binding Strategy
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*
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* There are a few fundamental differences between how GLSL and MSL handle I/O.
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* This comment will set out to describe the reasons why things are done certain ways
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* and to describe the overall binding model that we're striving for here.
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*
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* Main I/O Structs
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*
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* Each stage will have a main input and output struct labeled as [Stage][In/Out], i.e VertexIn.
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* Every attribute within these structs will be labeled with an [[attribute(n)]] property,
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* and the overall struct will be labeled with [[stage_in]] for input structs, and defined as the
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* output type of the main shader function for the output struct. This struct also contains special
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* attribute-based properties like [[position]], therefore these are not confined to 'user-defined' variables.
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*
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* Samplers & Textures
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*
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* Metal does not have a combined image sampler like sampler2D in GLSL, as a result we need to bind
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* an individual texture and a sampler object for each instance of a combined image sampler.
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* Therefore, the binding indices of straight up textures (i.e. without a sampler) must start
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* after the last sampler/texture pair (n + Number of Pairs).
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*
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* Uniforms
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*
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* MSL does not have a concept of uniforms comparable to that of GLSL. As a result, instead of
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* being declared outside of any function body, uniforms are part of the function signature in MSL.
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* This applies to anything bound to the shader not included in the main I/O structs.
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*/
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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{
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context.AppendLine("#include <metal_stdlib>");
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context.AppendLine("#include <simd/simd.h>");
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context.AppendLine();
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context.AppendLine("using namespace metal;");
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context.AppendLine();
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if ((info.HelperFunctionsMask & HelperFunctionsMask.SwizzleAdd) != 0)
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{
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}
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DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
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context.AppendLine();
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DeclareOutputAttributes(context, info.IoDefinitions.Where(x => x.StorageKind == StorageKind.Output));
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}
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static bool IsUserDefined(IoDefinition ioDefinition, StorageKind storageKind)
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{
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return ioDefinition.StorageKind == storageKind && ioDefinition.IoVariable == IoVariable.UserDefined;
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}
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public static void DeclareLocals(CodeGenContext context, StructuredFunction function, ShaderStage stage)
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{
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if (stage == ShaderStage.Vertex)
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{
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context.AppendLine("VertexOutput out;");
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}
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else if (stage == ShaderStage.Fragment)
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{
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context.AppendLine("FragmentOutput out;");
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}
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foreach (AstOperand decl in function.Locals)
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{
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string name = context.OperandManager.DeclareLocal(decl);
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context.AppendLine(GetVarTypeName(context, decl.VarType) + " " + name + ";");
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}
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}
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public static string GetVarTypeName(CodeGenContext context, AggregateType type)
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{
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return type switch
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{
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AggregateType.Void => "void",
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AggregateType.Bool => "bool",
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AggregateType.FP32 => "float",
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AggregateType.S32 => "int",
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AggregateType.U32 => "uint",
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AggregateType.Vector2 | AggregateType.Bool => "bool2",
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AggregateType.Vector2 | AggregateType.FP32 => "float2",
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AggregateType.Vector2 | AggregateType.S32 => "int2",
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AggregateType.Vector2 | AggregateType.U32 => "uint2",
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AggregateType.Vector3 | AggregateType.Bool => "bool3",
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AggregateType.Vector3 | AggregateType.FP32 => "float3",
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AggregateType.Vector3 | AggregateType.S32 => "int3",
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AggregateType.Vector3 | AggregateType.U32 => "uint3",
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AggregateType.Vector4 | AggregateType.Bool => "bool4",
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AggregateType.Vector4 | AggregateType.FP32 => "float4",
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AggregateType.Vector4 | AggregateType.S32 => "int4",
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AggregateType.Vector4 | AggregateType.U32 => "uint4",
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_ => throw new ArgumentException($"Invalid variable type \"{type}\"."),
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};
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}
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private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
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{
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if (context.Definitions.IaIndexing)
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{
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// Not handled
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}
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else
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{
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if (inputs.Any())
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{
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string prefix = "";
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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prefix = "Vertex";
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break;
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case ShaderStage.Fragment:
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prefix = "Fragment";
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break;
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case ShaderStage.Compute:
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prefix = "Compute";
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break;
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}
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context.AppendLine($"struct {prefix}In");
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context.EnterScope();
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
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string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}";
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string suffix = context.Definitions.Stage == ShaderStage.Vertex ? $" [[attribute({ioDefinition.Location})]]" : "";
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context.AppendLine($"{type} {name}{suffix};");
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}
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context.LeaveScope(";");
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}
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}
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}
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private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
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{
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if (context.Definitions.IaIndexing)
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{
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// Not handled
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}
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else
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{
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if (inputs.Any())
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{
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string prefix = "";
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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prefix = "Vertex";
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break;
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case ShaderStage.Fragment:
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prefix = "Fragment";
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break;
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case ShaderStage.Compute:
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prefix = "Compute";
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break;
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}
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context.AppendLine($"struct {prefix}Output");
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context.EnterScope();
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true));
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string name = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "position",
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IoVariable.FragmentOutputColor => "color",
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_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => " [[position]]",
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_ => ""
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};
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context.AppendLine($"{type} {name}{suffix};");
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}
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context.LeaveScope(";");
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}
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}
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}
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}
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}
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