/*
 * Copyright 2024 Feifan He for CodeWeavers
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "vkd3d_shader_private.h"

#define MAX_IO_REG_COUNT 32

enum msl_data_type
{
    MSL_DATA_FLOAT,
    MSL_DATA_UINT,
    MSL_DATA_UNION,
};

struct msl_src
{
    struct vkd3d_string_buffer *str;
};

struct msl_dst
{
    const struct vkd3d_shader_dst_param *vsir;
    struct vkd3d_string_buffer *register_name;
    struct vkd3d_string_buffer *mask;
};

struct msl_generator
{
    struct vsir_program *program;
    struct vkd3d_string_buffer_cache string_buffers;
    struct vkd3d_string_buffer *buffer;
    struct vkd3d_shader_location location;
    struct vkd3d_shader_message_context *message_context;
    unsigned int indent;
    const char *prefix;
    bool failed;

    bool read_vertex_id;

    const struct vkd3d_shader_interface_info *interface_info;
};

struct msl_resource_type_info
{
    /* The number of coordinates needed to address/sample the resource type. */
    size_t coord_size;
    /* Whether the resource type is an array type. */
    bool array;
    /* Whether the resource type has a shadow/comparison variant. */
    bool comparison;
    /* Whether the resource type supports texel sample offsets. */
    bool offset;
    /* The type suffix for the resource type. I.e., the "2d_ms" part of
     * "texture2d_ms_array" or "depth2d_ms_array". */
    const char *type_suffix;
};

static void msl_print_subscript(struct vkd3d_string_buffer *buffer, struct msl_generator *gen,
        const struct vkd3d_shader_src_param *rel_addr, unsigned int offset);

static void VKD3D_PRINTF_FUNC(3, 4) msl_compiler_error(struct msl_generator *gen,
        enum vkd3d_shader_error error, const char *fmt, ...)
{
    va_list args;

    va_start(args, fmt);
    vkd3d_shader_verror(gen->message_context, &gen->location, error, fmt, args);
    va_end(args);
    gen->failed = true;
}

static const struct msl_resource_type_info *msl_get_resource_type_info(enum vkd3d_shader_resource_type t)
{
    static const struct msl_resource_type_info info[] =
    {
        [VKD3D_SHADER_RESOURCE_NONE]              = {0, 0, 0, 0, "none"},
        [VKD3D_SHADER_RESOURCE_BUFFER]            = {1, 0, 0, 0, "_buffer"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_1D]        = {1, 0, 0, 0, "1d"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_2D]        = {2, 0, 1, 1, "2d"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_2DMS]      = {2, 0, 1, 0, "2d_ms"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_3D]        = {3, 0, 0, 1, "3d"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_CUBE]      = {3, 0, 1, 0, "cube"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY]   = {1, 1, 0, 0, "1d"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY]   = {2, 1, 1, 1, "2d"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY] = {2, 1, 1, 0, "2d_ms"},
        [VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY] = {3, 1, 1, 0, "cube"},
    };

    if (!t || t >= ARRAY_SIZE(info))
        return NULL;

    return &info[t];
}


static const char *msl_get_prefix(enum vkd3d_shader_type type)
{
    switch (type)
    {
        case VKD3D_SHADER_TYPE_VERTEX:
            return "vs";
        case VKD3D_SHADER_TYPE_HULL:
            return "hs";
        case VKD3D_SHADER_TYPE_DOMAIN:
            return "ds";
        case VKD3D_SHADER_TYPE_GEOMETRY:
            return "gs";
        case VKD3D_SHADER_TYPE_PIXEL:
            return "ps";
        case VKD3D_SHADER_TYPE_COMPUTE:
            return "cs";
        default:
            return NULL;
    }
}

static void msl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
{
    vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
}

static void msl_print_resource_datatype(struct msl_generator *gen,
        struct vkd3d_string_buffer *buffer, enum vsir_data_type data_type)
{
    switch (data_type)
    {
        case VSIR_DATA_F32:
        case VSIR_DATA_SNORM:
        case VSIR_DATA_UNORM:
            vkd3d_string_buffer_printf(buffer, "float");
            break;
        case VSIR_DATA_I32:
            vkd3d_string_buffer_printf(buffer, "int");
            break;
        case VSIR_DATA_U32:
            vkd3d_string_buffer_printf(buffer, "uint");
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled resource datatype %#x.", data_type);
            vkd3d_string_buffer_printf(buffer, "<unrecognised resource datatype %#x>", data_type);
            break;
    }
}

static void msl_print_register_datatype(struct vkd3d_string_buffer *buffer,
        struct msl_generator *gen, enum vsir_data_type data_type)
{
    vkd3d_string_buffer_printf(buffer, ".");
    switch (data_type)
    {
        case VSIR_DATA_F32:
            vkd3d_string_buffer_printf(buffer, "f");
            break;
        case VSIR_DATA_I32:
            vkd3d_string_buffer_printf(buffer, "i");
            break;
        case VSIR_DATA_U32:
            vkd3d_string_buffer_printf(buffer, "u");
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled register datatype %#x.", data_type);
            vkd3d_string_buffer_printf(buffer, "<unrecognised register datatype %#x>", data_type);
            break;
    }
}

static bool msl_check_shader_visibility(const struct msl_generator *gen,
        enum vkd3d_shader_visibility visibility)
{
    enum vkd3d_shader_type t = gen->program->shader_version.type;

    switch (visibility)
    {
        case VKD3D_SHADER_VISIBILITY_ALL:
            return true;
        case VKD3D_SHADER_VISIBILITY_VERTEX:
            return t == VKD3D_SHADER_TYPE_VERTEX;
        case VKD3D_SHADER_VISIBILITY_HULL:
            return t == VKD3D_SHADER_TYPE_HULL;
        case VKD3D_SHADER_VISIBILITY_DOMAIN:
            return t == VKD3D_SHADER_TYPE_DOMAIN;
        case VKD3D_SHADER_VISIBILITY_GEOMETRY:
            return t == VKD3D_SHADER_TYPE_GEOMETRY;
        case VKD3D_SHADER_VISIBILITY_PIXEL:
            return t == VKD3D_SHADER_TYPE_PIXEL;
        case VKD3D_SHADER_VISIBILITY_COMPUTE:
            return t == VKD3D_SHADER_TYPE_COMPUTE;
        default:
            WARN("Invalid shader visibility %#x.\n", visibility);
            return false;
    }
}

static const struct vkd3d_shader_descriptor_binding *msl_get_cbv_binding(const struct msl_generator *gen,
        unsigned int register_space, unsigned int register_idx)
{
    const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
    unsigned int i;

    if (!interface_info)
        return NULL;

    for (i = 0; i < interface_info->binding_count; ++i)
    {
        const struct vkd3d_shader_resource_binding *binding = &interface_info->bindings[i];

        if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_CBV)
            continue;
        if (binding->register_space != register_space)
            continue;
        if (binding->register_index != register_idx)
            continue;
        if (!msl_check_shader_visibility(gen, binding->shader_visibility))
            continue;
        if (!(binding->flags & VKD3D_SHADER_BINDING_FLAG_BUFFER))
            continue;

        return &binding->binding;
    }

    return NULL;
}

static const struct vkd3d_shader_descriptor_binding *msl_get_sampler_binding(const struct msl_generator *gen,
        unsigned int register_space, unsigned int register_idx)
{
    const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
    const struct vkd3d_shader_resource_binding *binding;
    unsigned int i;

    if (!interface_info)
        return NULL;

    for (i = 0; i < interface_info->binding_count; ++i)
    {
        binding = &interface_info->bindings[i];

        if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER)
            continue;
        if (binding->register_space != register_space)
            continue;
        if (binding->register_index != register_idx)
            continue;
        if (!msl_check_shader_visibility(gen, binding->shader_visibility))
            continue;

        return &binding->binding;
    }

    return NULL;
}

static const struct vkd3d_shader_descriptor_binding *msl_get_srv_binding(const struct msl_generator *gen,
        unsigned int register_space, unsigned int register_idx, enum vkd3d_shader_resource_type resource_type)
{
    const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
    enum vkd3d_shader_binding_flag resource_type_flag;
    unsigned int i;

    if (!interface_info)
        return NULL;

    resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
            ? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;

    for (i = 0; i < interface_info->binding_count; ++i)
    {
        const struct vkd3d_shader_resource_binding *binding = &interface_info->bindings[i];

        if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_SRV)
            continue;
        if (binding->register_space != register_space)
            continue;
        if (binding->register_index != register_idx)
            continue;
        if (!msl_check_shader_visibility(gen, binding->shader_visibility))
            continue;
        if (!(binding->flags & resource_type_flag))
            continue;

        return &binding->binding;
    }

    return NULL;
}

static const struct vkd3d_shader_descriptor_binding *msl_get_uav_binding(const struct msl_generator *gen,
        unsigned int register_space, unsigned int register_idx, enum vkd3d_shader_resource_type resource_type)
{
    const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
    const struct vkd3d_shader_resource_binding *binding;
    enum vkd3d_shader_binding_flag resource_type_flag;
    unsigned int i;

    if (!interface_info)
        return NULL;

    resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
            ? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;

    for (i = 0; i < interface_info->binding_count; ++i)
    {
        binding = &interface_info->bindings[i];

        if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
            continue;
        if (binding->register_space != register_space)
            continue;
        if (binding->register_index != register_idx)
            continue;
        if (!msl_check_shader_visibility(gen, binding->shader_visibility))
            continue;
        if (!(binding->flags & resource_type_flag))
            continue;

        return &binding->binding;
    }

    return NULL;
}

static void msl_print_cbv_name(struct vkd3d_string_buffer *buffer, unsigned int binding)
{
    vkd3d_string_buffer_printf(buffer, "descriptors[%u].buf<vkd3d_vec4>()", binding);
}

static void msl_print_sampler_name(struct vkd3d_string_buffer *buffer, unsigned int binding)
{
    vkd3d_string_buffer_printf(buffer, "descriptors[%u].as<sampler>()", binding);
}

static void msl_print_srv_name(struct vkd3d_string_buffer *buffer, struct msl_generator *gen, unsigned int binding,
        const struct msl_resource_type_info *resource_type_info, enum vsir_data_type resource_data_type, bool compare)
{
    vkd3d_string_buffer_printf(buffer, "descriptors[%u].as<%s%s%s<",
            binding, compare ? "depth" : "texture", resource_type_info->type_suffix,
            resource_type_info->array ? "_array" : "");
    msl_print_resource_datatype(gen, buffer, resource_data_type);
    vkd3d_string_buffer_printf(buffer, ">>()");
}

static void msl_print_uav_name(struct vkd3d_string_buffer *buffer, struct msl_generator *gen, unsigned int binding,
        const struct msl_resource_type_info *resource_type_info, enum vsir_data_type resource_data_type)
{
    vkd3d_string_buffer_printf(buffer, "descriptors[%u].as<texture%s%s<",
            binding, resource_type_info->type_suffix,
            resource_type_info->array ? "_array" : "");
    msl_print_resource_datatype(gen, buffer, resource_data_type);
    vkd3d_string_buffer_printf(buffer, ", access::read_write>>()");
}

static enum msl_data_type msl_print_register_name(struct vkd3d_string_buffer *buffer,
        struct msl_generator *gen, const struct vkd3d_shader_register *reg)
{
    switch (reg->type)
    {
        case VKD3DSPR_TEMP:
            vkd3d_string_buffer_printf(buffer, "r[%u]", reg->idx[0].offset);
            return MSL_DATA_UNION;

        case VKD3DSPR_INPUT:
            if (reg->idx_count != 1)
            {
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled input register index count %u.", reg->idx_count);
                vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                return MSL_DATA_UNION;
            }
            if (reg->idx[0].rel_addr)
            {
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled input register indirect addressing.");
                vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                return MSL_DATA_UNION;
            }
            vkd3d_string_buffer_printf(buffer, "v[%u]", reg->idx[0].offset);
            return MSL_DATA_UNION;

        case VKD3DSPR_OUTPUT:
            if (reg->idx_count != 1)
            {
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled output register index count %u.", reg->idx_count);
                vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                return MSL_DATA_UNION;
            }
            if (reg->idx[0].rel_addr)
            {
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled output register indirect addressing.");
                vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                return MSL_DATA_UNION;
            }
            vkd3d_string_buffer_printf(buffer, "o[%u]", reg->idx[0].offset);
            return MSL_DATA_UNION;

        case VKD3DSPR_DEPTHOUT:
            if (gen->program->shader_version.type != VKD3D_SHADER_TYPE_PIXEL)
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled depth output in shader type #%x.",
                        gen->program->shader_version.type);
            vkd3d_string_buffer_printf(buffer, "o_depth");
            return MSL_DATA_FLOAT;

        case VKD3DSPR_IMMCONST:
            switch (reg->dimension)
            {
                case VSIR_DIMENSION_SCALAR:
                    vkd3d_string_buffer_printf(buffer, "%#xu", reg->u.immconst_u32[0]);
                    return MSL_DATA_UINT;

                case VSIR_DIMENSION_VEC4:
                    vkd3d_string_buffer_printf(buffer, "uint4(%#xu, %#xu, %#xu, %#xu)",
                            reg->u.immconst_u32[0], reg->u.immconst_u32[1],
                            reg->u.immconst_u32[2], reg->u.immconst_u32[3]);
                    return MSL_DATA_UINT;

                default:
                    vkd3d_string_buffer_printf(buffer, "<unhandled_dimension %#x>", reg->dimension);
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled dimension %#x.", reg->dimension);
                    return MSL_DATA_UINT;
            }

        case VKD3DSPR_CONSTBUFFER:
            {
                const struct vkd3d_shader_descriptor_binding *binding;

                if (reg->idx_count != 3)
                {
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled constant buffer register index count %u.",
                            reg->idx_count);
                    vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                    return MSL_DATA_UNION;
                }
                if (reg->idx[0].rel_addr || reg->idx[1].rel_addr)
                {
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled constant buffer register indirect addressing.");
                    vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                    return MSL_DATA_UNION;
                }
                /* FIXME: This should use vkd3d_shader_find_descriptor() to
                 * find the resource index/space from the resource ID. */
                if (!(binding = msl_get_cbv_binding(gen, 0, reg->idx[1].offset)))
                {
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
                            "No descriptor binding specified for CBV %u.", reg->idx[0].offset);
                    vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
                    return MSL_DATA_UNION;
                }
                msl_print_cbv_name(buffer, binding->binding);
                msl_print_subscript(buffer, gen, reg->idx[2].rel_addr, reg->idx[2].offset);
                return MSL_DATA_UNION;
            }

        case VKD3DSPR_IDXTEMP:
            vkd3d_string_buffer_printf(buffer, "x%u", reg->idx[0].offset);
            msl_print_subscript(buffer, gen, reg->idx[1].rel_addr, reg->idx[1].offset);
            return MSL_DATA_UNION;

        case VKD3DSPR_SAMPLEMASK:
            if (gen->program->shader_version.type != VKD3D_SHADER_TYPE_PIXEL)
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled sample coverage mask in shader type #%x.",
                        gen->program->shader_version.type);
            vkd3d_string_buffer_printf(buffer, "o_mask");
            return MSL_DATA_UNION;

        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled register type %#x.", reg->type);
            vkd3d_string_buffer_printf(buffer, "<unrecognised register %#x>", reg->type);
            return MSL_DATA_UINT;
    }
}

static void msl_print_swizzle(struct vkd3d_string_buffer *buffer, uint32_t swizzle, uint32_t mask)
{
    const char swizzle_chars[] = "xyzw";
    unsigned int i;

    vkd3d_string_buffer_printf(buffer, ".");
    for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
    {
        if (mask & (VKD3DSP_WRITEMASK_0 << i))
            vkd3d_string_buffer_printf(buffer, "%c", swizzle_chars[vsir_swizzle_get_component(swizzle, i)]);
    }
}

static void msl_print_write_mask(struct vkd3d_string_buffer *buffer, uint32_t write_mask)
{
    vkd3d_string_buffer_printf(buffer, ".");
    if (write_mask & VKD3DSP_WRITEMASK_0)
        vkd3d_string_buffer_printf(buffer, "x");
    if (write_mask & VKD3DSP_WRITEMASK_1)
        vkd3d_string_buffer_printf(buffer, "y");
    if (write_mask & VKD3DSP_WRITEMASK_2)
        vkd3d_string_buffer_printf(buffer, "z");
    if (write_mask & VKD3DSP_WRITEMASK_3)
        vkd3d_string_buffer_printf(buffer, "w");
}

static void msl_src_cleanup(struct msl_src *src, struct vkd3d_string_buffer_cache *cache)
{
    vkd3d_string_buffer_release(cache, src->str);
}

static void msl_print_bitcast(struct vkd3d_string_buffer *dst, struct msl_generator *gen, const char *src,
        enum vsir_data_type dst_data_type, enum msl_data_type src_data_type, enum vsir_dimension dimension)
{
    bool write_cast = false;

    if (dst_data_type == VSIR_DATA_UNORM || dst_data_type == VSIR_DATA_SNORM)
        dst_data_type = VSIR_DATA_F32;

    switch (src_data_type)
    {
        case MSL_DATA_FLOAT:
            write_cast = dst_data_type != VSIR_DATA_F32;
            break;

        case MSL_DATA_UINT:
            write_cast = dst_data_type != VSIR_DATA_U32;
            break;

        case MSL_DATA_UNION:
            break;
    }

    if (write_cast)
    {
        vkd3d_string_buffer_printf(dst, "as_type<");
        msl_print_resource_datatype(gen, dst, dst_data_type);
        vkd3d_string_buffer_printf(dst, "%s>(", dimension == VSIR_DIMENSION_VEC4 ? "4" : "");
    }

    vkd3d_string_buffer_printf(dst, "%s", src);

    if (write_cast)
        vkd3d_string_buffer_printf(dst, ")");

    if (src_data_type == MSL_DATA_UNION)
        msl_print_register_datatype(dst, gen, dst_data_type);
}

static void msl_print_src_with_type(struct vkd3d_string_buffer *buffer, struct msl_generator *gen,
    const struct vkd3d_shader_src_param *vsir_src, uint32_t mask, enum vsir_data_type data_type)
{
    const struct vkd3d_shader_register *reg = &vsir_src->reg;
    struct vkd3d_string_buffer *register_name, *str;
    enum msl_data_type src_data_type;

    register_name = vkd3d_string_buffer_get(&gen->string_buffers);

    if (reg->non_uniform)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled 'non-uniform' modifier.");

    if (!vsir_src->modifiers)
        str = buffer;
    else
        str = vkd3d_string_buffer_get(&gen->string_buffers);

    src_data_type = msl_print_register_name(register_name, gen, reg);
    msl_print_bitcast(str, gen, register_name->buffer, data_type, src_data_type, reg->dimension);
    if (reg->dimension == VSIR_DIMENSION_VEC4)
        msl_print_swizzle(str, vsir_src->swizzle, mask);

    switch (vsir_src->modifiers)
    {
        case VKD3DSPSM_NONE:
            break;
        case VKD3DSPSM_NEG:
            vkd3d_string_buffer_printf(buffer, "-%s", str->buffer);
            break;
        case VKD3DSPSM_ABS:
            vkd3d_string_buffer_printf(buffer, "abs(%s)", str->buffer);
            break;
        case VKD3DSPSM_ABSNEG:
            vkd3d_string_buffer_printf(buffer, "-abs(%s)", str->buffer);
            break;
        default:
            vkd3d_string_buffer_printf(buffer, "<unhandled modifier %#x>(%s)",
                    vsir_src->modifiers, str->buffer);
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled source modifier(s) %#x.", vsir_src->modifiers);
            break;
    }

    if (str != buffer)
        vkd3d_string_buffer_release(&gen->string_buffers, str);
}

static void msl_src_init(struct msl_src *msl_src, struct msl_generator *gen,
        const struct vkd3d_shader_src_param *vsir_src, uint32_t mask)
{
    msl_src->str = vkd3d_string_buffer_get(&gen->string_buffers);
    msl_print_src_with_type(msl_src->str, gen, vsir_src, mask, vsir_src->reg.data_type);
}

static void msl_dst_cleanup(struct msl_dst *dst, struct vkd3d_string_buffer_cache *cache)
{
    vkd3d_string_buffer_release(cache, dst->mask);
    vkd3d_string_buffer_release(cache, dst->register_name);
}

static uint32_t msl_dst_init(struct msl_dst *msl_dst, struct msl_generator *gen,
        const struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_dst_param *vsir_dst)
{
    uint32_t write_mask = vsir_dst->write_mask;
    enum msl_data_type dst_data_type;

    if (ins->flags & VKD3DSI_PRECISE_XYZW)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled 'precise' modifier.");
    if (vsir_dst->reg.non_uniform)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled 'non-uniform' modifier.");

    msl_dst->vsir = vsir_dst;
    msl_dst->register_name = vkd3d_string_buffer_get(&gen->string_buffers);
    msl_dst->mask = vkd3d_string_buffer_get(&gen->string_buffers);

    dst_data_type = msl_print_register_name(msl_dst->register_name, gen, &vsir_dst->reg);
    if (dst_data_type == MSL_DATA_UNION)
        msl_print_register_datatype(msl_dst->mask, gen, vsir_dst->reg.data_type);
    if (vsir_dst->reg.dimension == VSIR_DIMENSION_VEC4)
        msl_print_write_mask(msl_dst->mask, write_mask);

    return write_mask;
}

static void msl_print_subscript(struct vkd3d_string_buffer *buffer, struct msl_generator *gen,
        const struct vkd3d_shader_src_param *rel_addr, unsigned int offset)
{
    struct msl_src r;

    if (!rel_addr)
    {
        vkd3d_string_buffer_printf(buffer, "[%u]", offset);
        return;
    }

    msl_src_init(&r, gen, rel_addr, VKD3DSP_WRITEMASK_0);
    vkd3d_string_buffer_printf(buffer, "[%s", r.str->buffer);
    if (offset)
        vkd3d_string_buffer_printf(buffer, " + %u", offset);
    vkd3d_string_buffer_printf(buffer, "]");
    msl_src_cleanup(&r, &gen->string_buffers);
}

static void VKD3D_PRINTF_FUNC(3, 4) msl_print_assignment(
        struct msl_generator *gen, struct msl_dst *dst, const char *format, ...)
{
    uint32_t modifiers = dst->vsir->modifiers;
    va_list args;

    /* It is always legitimate to ignore _pp. */
    modifiers &= ~VKD3DSPDM_PARTIALPRECISION;

    if (dst->vsir->shift)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled destination shift %#x.", dst->vsir->shift);
    if (modifiers & ~VKD3DSPDM_SATURATE)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled destination modifier(s) %#x.", modifiers);

    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "%s%s = ", dst->register_name->buffer, dst->mask->buffer);

    if (modifiers & VKD3DSPDM_SATURATE)
        vkd3d_string_buffer_printf(gen->buffer, "saturate(");

    va_start(args, format);
    vkd3d_string_buffer_vprintf(gen->buffer, format, args);
    va_end(args);

    if (modifiers & VKD3DSPDM_SATURATE)
        vkd3d_string_buffer_printf(gen->buffer, ")");

    vkd3d_string_buffer_printf(gen->buffer, ";\n");
}

static void msl_unhandled(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    const char *name = vsir_opcode_get_name(ins->opcode, "<unknown>");

    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "/* <unhandled instruction \"%s\" (%#x)> */\n", name, ins->opcode);
    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
            "Internal compiler error: Unhandled instruction \"%s\" (%#x).", name, ins->opcode);
}

static void msl_binop(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op)
{
    struct msl_src src[2];
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src[0], gen, &ins->src[0], mask);
    msl_src_init(&src[1], gen, &ins->src[1], mask);

    msl_print_assignment(gen, &dst, "%s %s %s", src[0].str->buffer, op, src[1].str->buffer);

    msl_src_cleanup(&src[1], &gen->string_buffers);
    msl_src_cleanup(&src[0], &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_dot(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, uint32_t src_mask)
{
    unsigned int component_count;
    struct msl_src src[2];
    struct msl_dst dst;
    uint32_t dst_mask;

    dst_mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src[0], gen, &ins->src[0], src_mask);
    msl_src_init(&src[1], gen, &ins->src[1], src_mask);

    if ((component_count = vsir_write_mask_component_count(dst_mask)) > 1)
        msl_print_assignment(gen, &dst, "float%u(dot(%s, %s))",
                component_count, src[0].str->buffer, src[1].str->buffer);
    else
        msl_print_assignment(gen, &dst, "dot(%s, %s)", src[0].str->buffer, src[1].str->buffer);

    msl_src_cleanup(&src[1], &gen->string_buffers);
    msl_src_cleanup(&src[0], &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_intrinsic(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op)
{
    struct vkd3d_string_buffer *args;
    struct msl_src src;
    struct msl_dst dst;
    unsigned int i;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    args = vkd3d_string_buffer_get(&gen->string_buffers);

    for (i = 0; i < ins->src_count; ++i)
    {
        msl_src_init(&src, gen, &ins->src[i], mask);
        vkd3d_string_buffer_printf(args, "%s%s", i ? ", " : "", src.str->buffer);
        msl_src_cleanup(&src, &gen->string_buffers);
    }

    msl_print_assignment(gen, &dst, "%s(%s)", op, args->buffer);

    vkd3d_string_buffer_release(&gen->string_buffers, args);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_relop(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op)
{
    unsigned int mask_size;
    struct msl_src src[2];
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src[0], gen, &ins->src[0], mask);
    msl_src_init(&src[1], gen, &ins->src[1], mask);

    if ((mask_size = vsir_write_mask_component_count(mask)) > 1)
        msl_print_assignment(gen, &dst, "select(uint%u(0u), uint%u(0xffffffffu), bool%u(%s %s %s))",
                mask_size, mask_size, mask_size, src[0].str->buffer, op, src[1].str->buffer);
    else
        msl_print_assignment(gen, &dst, "%s %s %s ? 0xffffffffu : 0u",
                src[0].str->buffer, op, src[1].str->buffer);

    msl_src_cleanup(&src[1], &gen->string_buffers);
    msl_src_cleanup(&src[0], &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_cast(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *constructor)
{
    unsigned int component_count;
    struct msl_src src;
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src, gen, &ins->src[0], mask);

    if ((component_count = vsir_write_mask_component_count(mask)) > 1)
        msl_print_assignment(gen, &dst, "%s%u(%s)", constructor, component_count, src.str->buffer);
    else
        msl_print_assignment(gen, &dst, "%s(%s)", constructor, src.str->buffer);

    msl_src_cleanup(&src, &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_end_block(struct msl_generator *gen)
{
    --gen->indent;
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "}\n");
}

static void msl_begin_block(struct msl_generator *gen)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "{\n");
    ++gen->indent;
}

static void msl_print_condition(struct vkd3d_string_buffer *buffer, struct msl_generator *gen,
        enum vkd3d_shader_conditional_op op, const struct vkd3d_shader_src_param *arg)
{
    const char *condition;
    struct msl_src src;

    msl_src_init(&src, gen, arg, VKD3DSP_WRITEMASK_0);

    condition = op == VKD3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
    vkd3d_string_buffer_printf(buffer, "if (%s(%s))\n", condition, src.str->buffer);

    msl_src_cleanup(&src, &gen->string_buffers);
}

static void msl_discard(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    /* Note that discard_fragment() in Metal 2.2 and earlier behaves like
     * SPIR-V OpKill, while in Metal 2.3 and later it behaves like
     * OpDemoteToHelperInvocationEXT. We assume we have at least Metal 3
     * here. */
    msl_print_indent(gen->buffer, gen->indent);
    msl_print_condition(gen->buffer, gen, ins->flags, &ins->src[0]);
    msl_print_indent(gen->buffer, gen->indent + 1);
    vkd3d_string_buffer_printf(gen->buffer, "discard_fragment();\n");
}

static void msl_if(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    msl_print_indent(gen->buffer, gen->indent);
    msl_print_condition(gen->buffer, gen, ins->flags, &ins->src[0]);
    msl_begin_block(gen);
}

static void msl_else(struct msl_generator *gen)
{
    msl_end_block(gen);
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "else\n");
    msl_begin_block(gen);
}

static void msl_loop(struct msl_generator *gen)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "for (;;)\n");
    msl_begin_block(gen);
}

static void msl_break(struct msl_generator *gen)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "break;\n");
}

static void msl_continue(struct msl_generator *gen)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "continue;\n");
}

static void msl_switch(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    struct msl_src src;

    msl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);

    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "switch (%s)\n", src.str->buffer);
    msl_begin_block(gen);

    msl_src_cleanup(&src, &gen->string_buffers);
}

static void msl_case(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    struct msl_src src;

    msl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);

    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "case %s:\n", src.str->buffer);

    msl_src_cleanup(&src, &gen->string_buffers);
}

static void msl_default(struct msl_generator *gen)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "default:\n");
}

static void msl_print_texel_offset(struct vkd3d_string_buffer *buffer, struct msl_generator *gen,
        unsigned int offset_size, const struct vkd3d_shader_texel_offset *offset)
{
    switch (offset_size)
    {
        case 1:
            vkd3d_string_buffer_printf(buffer, "%d", offset->u);
            break;
        case 2:
            vkd3d_string_buffer_printf(buffer, "int2(%d, %d)", offset->u, offset->v);
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Invalid texel offset size %u.", offset_size);
            /* fall through */
        case 3:
            vkd3d_string_buffer_printf(buffer, "int3(%d, %d, %d)", offset->u, offset->v, offset->w);
            break;
    }
}

static void msl_ld(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    unsigned int resource_id, resource_idx, resource_space, sample_count;
    const struct msl_resource_type_info *resource_type_info;
    const struct vkd3d_shader_descriptor_info1 *descriptor;
    const struct vkd3d_shader_descriptor_binding *binding;
    enum vkd3d_shader_resource_type resource_type;
    uint32_t coord_mask, write_mask_size;
    struct vkd3d_string_buffer *read;
    enum vsir_data_type data_type;
    unsigned int srv_binding;
    struct msl_dst dst;

    if (vkd3d_shader_instruction_has_texel_offset(ins))
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled texel fetch offset.");

    if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Descriptor indexing is not supported.");

    resource_id = ins->src[1].reg.idx[0].offset;
    resource_idx = ins->src[1].reg.idx[1].offset;
    if ((descriptor = vkd3d_shader_find_descriptor(&gen->program->descriptors,
            VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
    {
        resource_type = descriptor->resource_type;
        resource_space = descriptor->register_space;
        sample_count = descriptor->sample_count;
        data_type = descriptor->resource_data_type;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Undeclared resource descriptor %u.", resource_id);
        resource_space = 0;
        resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
        sample_count = 1;
        data_type = VSIR_DATA_F32;
    }

    if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_CUBE
            || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
            || (ins->opcode != VSIR_OP_LD2DMS
                    && (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMS
                    || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY)))
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Texel fetches from resource type %#x are not supported.", resource_type);

    if (sample_count == 1)
    {
        /* Similar to the SPIR-V and GLSL targets, we map multi-sample
         * textures with sample count 1 to their single-sample equivalents. */
        if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMS)
            resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
        else if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY)
            resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
    }

    if (!(resource_type_info = msl_get_resource_type_info(resource_type)))
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled resource type %#x.", resource_type);
        resource_type_info = msl_get_resource_type_info(VKD3D_SHADER_RESOURCE_TEXTURE_2D);
    }
    coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);

    if ((binding = msl_get_srv_binding(gen, resource_space, resource_idx, resource_type)))
    {
        srv_binding = binding->binding;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
                "No descriptor binding specified for SRV %u (index %u, space %u).",
                resource_id, resource_idx, resource_space);
        srv_binding = 0;
    }

    msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    read = vkd3d_string_buffer_get(&gen->string_buffers);

    vkd3d_string_buffer_printf(read, "as_type<");
    msl_print_resource_datatype(gen, read, ins->dst[0].reg.data_type);
    write_mask_size = vkd3d_popcount(ins->dst[0].write_mask);
    if (write_mask_size != 1)
        vkd3d_string_buffer_printf(read, "%u", write_mask_size);
    vkd3d_string_buffer_printf(read, ">(");
    msl_print_srv_name(read, gen, srv_binding, resource_type_info, data_type, false);
    vkd3d_string_buffer_printf(read, ".read(");
    msl_print_src_with_type(read, gen, &ins->src[0], coord_mask, VSIR_DATA_U32);
    if (resource_type_info->array)
    {
        vkd3d_string_buffer_printf(read, ", ");
        msl_print_src_with_type(read, gen, &ins->src[0], coord_mask + 1, VSIR_DATA_U32);
    }
    if (resource_type != VKD3D_SHADER_RESOURCE_BUFFER)
    {
        vkd3d_string_buffer_printf(read, ", ");
        if (ins->opcode != VSIR_OP_LD2DMS)
            msl_print_src_with_type(read, gen, &ins->src[0], VKD3DSP_WRITEMASK_3, VSIR_DATA_U32);
        else if (sample_count == 1)
            /* If the resource isn't a true multisample resource, this is the
             * "lod" parameter instead of the "sample" parameter. */
            vkd3d_string_buffer_printf(read, "0");
        else
            msl_print_src_with_type(read, gen, &ins->src[2], VKD3DSP_WRITEMASK_0, VSIR_DATA_U32);
    }
    vkd3d_string_buffer_printf(read, ")");
    msl_print_swizzle(read, ins->src[1].swizzle, ins->dst[0].write_mask);
    vkd3d_string_buffer_printf(read, ")");

    msl_print_assignment(gen, &dst, "%s", read->buffer);

    vkd3d_string_buffer_release(&gen->string_buffers, read);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_sample(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    bool bias, compare, comparison_sampler, dynamic_offset, gather, grad, lod, lod_zero, offset;
    const struct msl_resource_type_info *resource_type_info;
    const struct vkd3d_shader_src_param *resource, *sampler;
    unsigned int resource_id, resource_idx, resource_space;
    const struct vkd3d_shader_descriptor_binding *binding;
    unsigned int sampler_id, sampler_idx, sampler_space;
    const struct vkd3d_shader_descriptor_info1 *d;
    enum vkd3d_shader_resource_type resource_type;
    unsigned int srv_binding, sampler_binding;
    uint32_t coord_mask, write_mask_size;
    struct vkd3d_string_buffer *sample;
    enum vsir_data_type data_type;
    unsigned int component_idx;
    struct msl_dst dst;

    bias = ins->opcode == VSIR_OP_SAMPLE_B;
    compare = ins->opcode == VSIR_OP_GATHER4_C || ins->opcode == VSIR_OP_SAMPLE_C
            || ins->opcode == VSIR_OP_SAMPLE_C_LZ;
    dynamic_offset = ins->opcode == VSIR_OP_GATHER4_PO;
    gather = ins->opcode == VSIR_OP_GATHER4 || ins->opcode == VSIR_OP_GATHER4_C
            || ins->opcode == VSIR_OP_GATHER4_PO;
    grad = ins->opcode == VSIR_OP_SAMPLE_GRAD;
    lod = ins->opcode == VSIR_OP_SAMPLE_LOD;
    lod_zero = ins->opcode == VSIR_OP_SAMPLE_C_LZ;
    offset = dynamic_offset || vkd3d_shader_instruction_has_texel_offset(ins);

    resource = &ins->src[1 + dynamic_offset];
    sampler = &ins->src[2 + dynamic_offset];

    if (resource->reg.idx[0].rel_addr || resource->reg.idx[1].rel_addr
            || sampler->reg.idx[0].rel_addr || sampler->reg.idx[1].rel_addr)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Descriptor indexing is not supported.");

    resource_id = resource->reg.idx[0].offset;
    resource_idx = resource->reg.idx[1].offset;
    if ((d = vkd3d_shader_find_descriptor(&gen->program->descriptors,
            VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
    {
        resource_space = d->register_space;
        resource_type = d->resource_type;
        data_type = d->resource_data_type;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Undeclared resource descriptor %u.", resource_id);
        resource_space = 0;
        resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
        data_type = VSIR_DATA_F32;
    }

    if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER
            || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMS
            || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Sampling resource type %#x is not supported.", resource_type);

    if ((resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_1D || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY)
            && (bias || grad || lod || lod_zero))
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Resource type %#x does not support mipmapping.", resource_type);

    if ((resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_1D || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY
            || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_3D) && gather)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Resource type %#x does not support gather operations.", resource_type);

    if (!(resource_type_info = msl_get_resource_type_info(resource_type)))
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled resource type %#x.", resource_type);
        resource_type_info = msl_get_resource_type_info(VKD3D_SHADER_RESOURCE_TEXTURE_2D);
    }
    coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);

    if ((binding = msl_get_srv_binding(gen, resource_space, resource_idx, resource_type)))
    {
        srv_binding = binding->binding;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
                "No descriptor binding specified for SRV %u (index %u, space %u).",
                resource_id, resource_idx, resource_space);
        srv_binding = 0;
    }

    sampler_id = sampler->reg.idx[0].offset;
    sampler_idx = sampler->reg.idx[1].offset;
    if ((d = vkd3d_shader_find_descriptor(&gen->program->descriptors,
            VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler_id)))
    {
        sampler_space = d->register_space;
        comparison_sampler = d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;

        if (compare)
        {
            if (!comparison_sampler)
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Sampler %u is not a comparison sampler.", sampler_id);
        }
        else
        {
            if (comparison_sampler)
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Sampler %u is a comparison sampler.", sampler_id);
        }
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Undeclared sampler descriptor %u.", sampler_id);
        sampler_space = 0;
    }

    if ((binding = msl_get_sampler_binding(gen, sampler_space, sampler_idx)))
    {
        sampler_binding = binding->binding;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
                "No descriptor binding specified for sampler %u (index %u, space %u).",
                sampler_id, sampler_idx, sampler_space);
        sampler_binding = 0;
    }

    msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    sample = vkd3d_string_buffer_get(&gen->string_buffers);

    vkd3d_string_buffer_printf(sample, "as_type<");
    msl_print_resource_datatype(gen, sample, ins->dst[0].reg.data_type);
    write_mask_size = vkd3d_popcount(ins->dst[0].write_mask);
    if (write_mask_size != 1)
        vkd3d_string_buffer_printf(sample, "%u", write_mask_size);
    vkd3d_string_buffer_printf(sample, ">(");
    msl_print_srv_name(sample, gen, srv_binding, resource_type_info, data_type, compare);
    if (gather && compare)
        vkd3d_string_buffer_printf(sample, ".gather_compare(");
    else if (gather)
        vkd3d_string_buffer_printf(sample, ".gather(");
    else if (compare)
        vkd3d_string_buffer_printf(sample, ".sample_compare(");
    else
        vkd3d_string_buffer_printf(sample, ".sample(");
    msl_print_sampler_name(sample, sampler_binding);
    vkd3d_string_buffer_printf(sample, ", ");
    msl_print_src_with_type(sample, gen, &ins->src[0], coord_mask, ins->src[0].reg.data_type);
    if (resource_type_info->array)
    {
        vkd3d_string_buffer_printf(sample, ", uint(");
        msl_print_src_with_type(sample, gen, &ins->src[0], coord_mask + 1, ins->src[0].reg.data_type);
        vkd3d_string_buffer_printf(sample, ")");
    }
    if (compare)
    {
        if (!resource_type_info->comparison)
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                    "Comparison samplers are not supported with resource type %#x.", resource_type);
        vkd3d_string_buffer_printf(sample, ", ");
        msl_print_src_with_type(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
    }
    if (grad)
    {
        vkd3d_string_buffer_printf(sample, ", gradient%s(", resource_type_info->type_suffix);
        msl_print_src_with_type(sample, gen, &ins->src[3], coord_mask, ins->src[3].reg.data_type);
        vkd3d_string_buffer_printf(sample, ", ");
        msl_print_src_with_type(sample, gen, &ins->src[4], coord_mask, ins->src[4].reg.data_type);
        vkd3d_string_buffer_printf(sample, ")");
    }
    if (lod_zero)
    {
        vkd3d_string_buffer_printf(sample, ", level(0.0f)");
    }
    else if (lod)
    {
        vkd3d_string_buffer_printf(sample, ", level(");
        msl_print_src_with_type(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
        vkd3d_string_buffer_printf(sample, ")");
    }
    if (bias)
    {
        vkd3d_string_buffer_printf(sample, ", bias(");
        msl_print_src_with_type(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
        vkd3d_string_buffer_printf(sample, ")");
    }
    if (offset)
    {
        if (!resource_type_info->offset)
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                    "Texel sample offsets are not supported with resource type %#x.", resource_type);
        vkd3d_string_buffer_printf(sample, ", ");
        if (dynamic_offset)
            msl_print_src_with_type(sample, gen, &ins->src[1], coord_mask, ins->src[1].reg.data_type);
        else
            msl_print_texel_offset(sample, gen, resource_type_info->coord_size, &ins->texel_offset);
    }
    if (gather && !compare && (component_idx = vsir_swizzle_get_component(sampler->swizzle, 0)))
    {
        if (!offset && resource_type_info->offset)
            vkd3d_string_buffer_printf(sample, ", int2(0)");
        vkd3d_string_buffer_printf(sample, ", component::%c", "xyzw"[component_idx]);
    }
    vkd3d_string_buffer_printf(sample, ")");
    if (!compare || gather)
        msl_print_swizzle(sample, resource->swizzle, ins->dst[0].write_mask);
    vkd3d_string_buffer_printf(sample, ")");

    msl_print_assignment(gen, &dst, "%s", sample->buffer);

    vkd3d_string_buffer_release(&gen->string_buffers, sample);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_store_uav_typed(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    const struct msl_resource_type_info *resource_type_info;
    const struct vkd3d_shader_descriptor_binding *binding;
    const struct vkd3d_shader_descriptor_info1 *d;
    enum vkd3d_shader_resource_type resource_type;
    unsigned int uav_id, uav_idx, uav_space;
    struct vkd3d_string_buffer *image_data;
    enum vsir_data_type data_type;
    unsigned int uav_binding;
    uint32_t coord_mask;

    if (ins->dst[0].reg.idx[0].rel_addr || ins->dst[0].reg.idx[1].rel_addr)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Descriptor indexing is not supported.");

    uav_id = ins->dst[0].reg.idx[0].offset;
    uav_idx = ins->dst[0].reg.idx[1].offset;
    if ((d = vkd3d_shader_find_descriptor(&gen->program->descriptors,
            VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, uav_id)))
    {
        uav_space = d->register_space;
        resource_type = d->resource_type;
        data_type = d->resource_data_type;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Undeclared UAV descriptor %u.", uav_id);
        uav_space = 0;
        resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
        data_type = VSIR_DATA_F32;
    }

    if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMS
            || resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_UNSUPPORTED,
                "Storing to resource type %#x is not supported.", resource_type);

    if (!(resource_type_info = msl_get_resource_type_info(resource_type)))
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled resource type %#x.", resource_type);
        resource_type_info = msl_get_resource_type_info(VKD3D_SHADER_RESOURCE_TEXTURE_2D);
    }
    coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);

    if ((binding = msl_get_uav_binding(gen, uav_space, uav_idx, resource_type)))
    {
        uav_binding = binding->binding;
    }
    else
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
                "No descriptor binding specified for UAV %u (index %u, space %u).",
                uav_id, uav_idx, uav_space);
        uav_binding = 0;
    }

    image_data = vkd3d_string_buffer_get(&gen->string_buffers);

    if (ins->src[1].reg.dimension == VSIR_DIMENSION_SCALAR)
    {
        switch (data_type)
        {
            case VSIR_DATA_U32:
                vkd3d_string_buffer_printf(image_data, "uint4(");
                break;
            case VSIR_DATA_I32:
                vkd3d_string_buffer_printf(image_data, "int4(");
                break;
            default:
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled data type %#x.", data_type);
                /* fall through */
            case VSIR_DATA_F32:
            case VSIR_DATA_SNORM:
            case VSIR_DATA_UNORM:
                vkd3d_string_buffer_printf(image_data, "float4(");
                break;
        }
    }
    msl_print_src_with_type(image_data, gen, &ins->src[1], VKD3DSP_WRITEMASK_ALL, data_type);
    if (ins->src[1].reg.dimension == VSIR_DIMENSION_SCALAR)
        vkd3d_string_buffer_printf(image_data, ", 0, 0, 0)");

    msl_print_indent(gen->buffer, gen->indent);
    msl_print_uav_name(gen->buffer, gen, uav_binding, resource_type_info, data_type);
    vkd3d_string_buffer_printf(gen->buffer, ".write(%s, ", image_data->buffer);
    msl_print_src_with_type(gen->buffer, gen, &ins->src[0], coord_mask, VSIR_DATA_U32);
    vkd3d_string_buffer_printf(gen->buffer, ");\n");

    vkd3d_string_buffer_release(&gen->string_buffers, image_data);
}

static void msl_unary_op(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op)
{
    struct msl_src src;
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src, gen, &ins->src[0], mask);

    msl_print_assignment(gen, &dst, "%s%s", op, src.str->buffer);

    msl_src_cleanup(&src, &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_mov(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    struct msl_src src;
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src, gen, &ins->src[0], mask);

    msl_print_assignment(gen, &dst, "%s", src.str->buffer);

    msl_src_cleanup(&src, &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_movc(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    unsigned int component_count;
    struct msl_src src[3];
    struct msl_dst dst;
    uint32_t mask;

    mask = msl_dst_init(&dst, gen, ins, &ins->dst[0]);
    msl_src_init(&src[0], gen, &ins->src[0], mask);
    msl_src_init(&src[1], gen, &ins->src[1], mask);
    msl_src_init(&src[2], gen, &ins->src[2], mask);

    if ((component_count = vsir_write_mask_component_count(mask)) > 1)
        msl_print_assignment(gen, &dst, "select(%s, %s, bool%u(%s))",
                src[2].str->buffer, src[1].str->buffer, component_count, src[0].str->buffer);
    else
        msl_print_assignment(gen, &dst, "select(%s, %s, bool(%s))",
                src[2].str->buffer, src[1].str->buffer, src[0].str->buffer);

    msl_src_cleanup(&src[2], &gen->string_buffers);
    msl_src_cleanup(&src[1], &gen->string_buffers);
    msl_src_cleanup(&src[0], &gen->string_buffers);
    msl_dst_cleanup(&dst, &gen->string_buffers);
}

static void msl_ret(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "return;\n");
}

static void msl_dcl_indexable_temp(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    const char *type = ins->declaration.indexable_temp.component_count == 4 ? "vkd3d_vec4" : "vkd3d_scalar";

    if (ins->declaration.indexable_temp.initialiser)
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled initialiser for indexable temporary %u.",
                ins->declaration.indexable_temp.register_idx);

    msl_print_indent(gen->buffer, gen->indent);
    vkd3d_string_buffer_printf(gen->buffer, "%s x%u[%u];\n", type,
            ins->declaration.indexable_temp.register_idx,
            ins->declaration.indexable_temp.register_size);
}

static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
    gen->location = ins->location;

    switch (ins->opcode)
    {
        case VSIR_OP_ADD:
        case VSIR_OP_IADD:
            msl_binop(gen, ins, "+");
            break;
        case VSIR_OP_AND:
            msl_binop(gen, ins, "&");
            break;
        case VSIR_OP_BREAK:
            msl_break(gen);
            break;
        case VSIR_OP_CASE:
            msl_case(gen, ins);
            break;
        case VSIR_OP_CONTINUE:
            msl_continue(gen);
            break;
        case VSIR_OP_DCL_INDEXABLE_TEMP:
            msl_dcl_indexable_temp(gen, ins);
            break;
        case VSIR_OP_NOP:
            break;
        case VSIR_OP_DEFAULT:
            msl_default(gen);
            break;
        case VSIR_OP_DISCARD:
            msl_discard(gen, ins);
            break;
        case VSIR_OP_DIV:
            msl_binop(gen, ins, "/");
            break;
        case VSIR_OP_DP2:
            msl_dot(gen, ins, vkd3d_write_mask_from_component_count(2));
            break;
        case VSIR_OP_DP3:
            msl_dot(gen, ins, vkd3d_write_mask_from_component_count(3));
            break;
        case VSIR_OP_DP4:
            msl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL);
            break;
        case VSIR_OP_DSX:
        case VSIR_OP_DSX_COARSE:
        case VSIR_OP_DSX_FINE:
            /* dfdx() and dfdy() are specified to return "a high precision
             * partial derivative", which would seem to correspond to
             * DSX_FINE/DSY_FINE. As of MSL 3.2, coarse/fast variants don't
             * appear to be available. */
            msl_intrinsic(gen, ins, "dfdx");
            break;
        case VSIR_OP_DSY:
        case VSIR_OP_DSY_COARSE:
        case VSIR_OP_DSY_FINE:
            msl_intrinsic(gen, ins, "dfdy");
            break;
        case VSIR_OP_ELSE:
            msl_else(gen);
            break;
        case VSIR_OP_ENDIF:
        case VSIR_OP_ENDLOOP:
        case VSIR_OP_ENDSWITCH:
            msl_end_block(gen);
            break;
        case VSIR_OP_EQO:
        case VSIR_OP_IEQ:
            msl_relop(gen, ins, "==");
            break;
        case VSIR_OP_EXP:
            msl_intrinsic(gen, ins, "exp2");
            break;
        case VSIR_OP_FRC:
            msl_intrinsic(gen, ins, "fract");
            break;
        case VSIR_OP_FTOI:
            msl_cast(gen, ins, "int");
            break;
        case VSIR_OP_FTOU:
            msl_cast(gen, ins, "uint");
            break;
        case VSIR_OP_GATHER4:
        case VSIR_OP_GATHER4_C:
        case VSIR_OP_GATHER4_PO:
        case VSIR_OP_SAMPLE:
        case VSIR_OP_SAMPLE_B:
        case VSIR_OP_SAMPLE_C:
        case VSIR_OP_SAMPLE_C_LZ:
        case VSIR_OP_SAMPLE_GRAD:
        case VSIR_OP_SAMPLE_LOD:
            msl_sample(gen, ins);
            break;
        case VSIR_OP_GEO:
        case VSIR_OP_IGE:
        case VSIR_OP_UGE:
            msl_relop(gen, ins, ">=");
            break;
        case VSIR_OP_IF:
            msl_if(gen, ins);
            break;
        case VSIR_OP_ISHL:
            msl_binop(gen, ins, "<<");
            break;
        case VSIR_OP_ISHR:
        case VSIR_OP_USHR:
            msl_binop(gen, ins, ">>");
            break;
        case VSIR_OP_ILT:
        case VSIR_OP_LTO:
        case VSIR_OP_ULT:
            msl_relop(gen, ins, "<");
            break;
        case VSIR_OP_MAD:
            msl_intrinsic(gen, ins, "fma");
            break;
        case VSIR_OP_IMAX:
        case VSIR_OP_MAX:
        case VSIR_OP_UMAX:
            msl_intrinsic(gen, ins, "max");
            break;
        case VSIR_OP_MIN:
        case VSIR_OP_UMIN:
            msl_intrinsic(gen, ins, "min");
            break;
        case VSIR_OP_IMUL_LOW:
            msl_binop(gen, ins, "*");
            break;
        case VSIR_OP_INE:
        case VSIR_OP_NEU:
            msl_relop(gen, ins, "!=");
            break;
        case VSIR_OP_INEG:
            msl_unary_op(gen, ins, "-");
            break;
        case VSIR_OP_ITOF:
        case VSIR_OP_UTOF:
            msl_cast(gen, ins, "float");
            break;
        case VSIR_OP_LD:
        case VSIR_OP_LD2DMS:
            msl_ld(gen, ins);
            break;
        case VSIR_OP_LOG:
            msl_intrinsic(gen, ins, "log2");
            break;
        case VSIR_OP_LOOP:
            msl_loop(gen);
            break;
        case VSIR_OP_MOV:
            msl_mov(gen, ins);
            break;
        case VSIR_OP_MOVC:
            msl_movc(gen, ins);
            break;
        case VSIR_OP_MUL:
            msl_binop(gen, ins, "*");
            break;
        case VSIR_OP_NOT:
            msl_unary_op(gen, ins, "~");
            break;
        case VSIR_OP_OR:
            msl_binop(gen, ins, "|");
            break;
        case VSIR_OP_RET:
            msl_ret(gen, ins);
            break;
        case VSIR_OP_ROUND_NE:
            msl_intrinsic(gen, ins, "rint");
            break;
        case VSIR_OP_ROUND_NI:
            msl_intrinsic(gen, ins, "floor");
            break;
        case VSIR_OP_ROUND_PI:
            msl_intrinsic(gen, ins, "ceil");
            break;
        case VSIR_OP_ROUND_Z:
            msl_intrinsic(gen, ins, "trunc");
            break;
        case VSIR_OP_RSQ:
            msl_intrinsic(gen, ins, "rsqrt");
            break;
        case VSIR_OP_SQRT:
            msl_intrinsic(gen, ins, "sqrt");
            break;
        case VSIR_OP_STORE_UAV_TYPED:
            msl_store_uav_typed(gen, ins);
            break;
        case VSIR_OP_SWITCH:
            msl_switch(gen, ins);
            break;
        case VSIR_OP_XOR:
            msl_binop(gen, ins, "^");
            break;
        default:
            msl_unhandled(gen, ins);
            break;
    }
}

static void msl_generate_input_struct_declarations(struct msl_generator *gen)
{
    const struct shader_signature *signature = &gen->program->input_signature;
    enum vkd3d_shader_type type = gen->program->shader_version.type;
    struct vkd3d_string_buffer *buffer = gen->buffer;
    bool locations[MAX_IO_REG_COUNT] = {0};
    const struct signature_element *e;
    unsigned int i;

    vkd3d_string_buffer_printf(buffer, "struct vkd3d_%s_in\n{\n", gen->prefix);

    for (i = 0; i < signature->element_count; ++i)
    {
        e = &signature->elements[i];

        if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
            continue;

        if (e->target_location >= ARRAY_SIZE(locations))
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled input target location %u.", e->target_location);
            continue;
        }

        if (locations[e->target_location])
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled duplicate input target location %u.", e->target_location);
        locations[e->target_location] = true;

        switch (e->sysval_semantic)
        {
            case VKD3D_SHADER_SV_NONE:
                break;

            case VKD3D_SHADER_SV_POSITION:
                if (type != VKD3D_SHADER_TYPE_PIXEL)
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled SV_POSITION in shader type #%x.", type);
                msl_print_indent(gen->buffer, 1);
                vkd3d_string_buffer_printf(buffer, "float4 position [[position]];\n");
                continue;

            case VKD3D_SHADER_SV_VERTEX_ID:
                if (type != VKD3D_SHADER_TYPE_VERTEX)
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled SV_VERTEX_ID in shader type #%x.", type);
                gen->read_vertex_id = true;
                continue;

            case VKD3D_SHADER_SV_IS_FRONT_FACE:
                if (type != VKD3D_SHADER_TYPE_PIXEL)
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled SV_IS_FRONT_FACE in shader type #%x.", type);
                msl_print_indent(gen->buffer, 1);
                vkd3d_string_buffer_printf(buffer, "bool is_front_face [[front_facing]];\n");
                continue;

            case VKD3D_SHADER_SV_SAMPLE_INDEX:
                if (type != VKD3D_SHADER_TYPE_PIXEL)
                    msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                            "Internal compiler error: Unhandled SV_SAMPLE_INDEX in shader type #%x.", type);
                msl_print_indent(gen->buffer, 1);
                vkd3d_string_buffer_printf(buffer, "uint sample_index [[sample_id]];\n");
                continue;

            default:
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
                msl_print_indent(gen->buffer, 1);
                vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>;\n", e->sysval_semantic);
                continue;
        }

        if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled minimum precision %#x.", e->min_precision);
            continue;
        }

        if(e->register_count > 1)
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled register count %u.", e->register_count);
            continue;
        }

        msl_print_indent(gen->buffer, 1);

        switch(e->component_type)
        {
            case VKD3D_SHADER_COMPONENT_FLOAT:
                vkd3d_string_buffer_printf(buffer, "float4 ");
                break;
            case VKD3D_SHADER_COMPONENT_INT:
                vkd3d_string_buffer_printf(buffer, "int4 ");
                break;
            case VKD3D_SHADER_COMPONENT_UINT:
                vkd3d_string_buffer_printf(buffer, "uint4 ");
                break;
            default:
                vkd3d_string_buffer_printf(buffer, "<unhandled component type %#x> ", e->component_type);
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled component type %#x.", e->component_type);
                break;
        }

        vkd3d_string_buffer_printf(buffer, "shader_in_%u [[", i);

        switch (type)
        {
            case VKD3D_SHADER_TYPE_VERTEX:
                vkd3d_string_buffer_printf(gen->buffer, "attribute(%u)", e->target_location);
                break;
            case VKD3D_SHADER_TYPE_PIXEL:
                vkd3d_string_buffer_printf(gen->buffer, "user(locn%u)", e->target_location);
                break;
            default:
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled shader type %#x.", type);
                break;
        }

        switch (e->interpolation_mode)
        {
            /* The default interpolation attribute. */
            case VKD3DSIM_LINEAR:
            case VKD3DSIM_NONE:
                break;
            case VKD3DSIM_CONSTANT:
                vkd3d_string_buffer_printf(gen->buffer, ", flat");
                break;
            default:
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
                break;
        }

        vkd3d_string_buffer_printf(buffer, "]];\n");
    }

    vkd3d_string_buffer_printf(buffer, "};\n\n");
}

static void msl_generate_vertex_output_element_attribute(struct msl_generator *gen, const struct signature_element *e)
{
    switch (e->sysval_semantic)
    {
        case VKD3D_SHADER_SV_POSITION:
            vkd3d_string_buffer_printf(gen->buffer, "[[position]]");
            break;
        case VKD3D_SHADER_SV_NONE:
            vkd3d_string_buffer_printf(gen->buffer, "[[user(locn%u)]]", e->target_location);
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled vertex shader system value %#x.", e->sysval_semantic);
            break;
    }
}

static void msl_generate_pixel_output_element_attribute(struct msl_generator *gen, const struct signature_element *e)
{
    switch (e->sysval_semantic)
    {
        case VKD3D_SHADER_SV_TARGET:
            vkd3d_string_buffer_printf(gen->buffer, "[[color(%u)]]", e->target_location);
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled pixel shader system value %#x.", e->sysval_semantic);
            break;
    }
}

static void msl_generate_output_struct_declarations(struct msl_generator *gen)
{
    const struct shader_signature *signature = &gen->program->output_signature;
    enum vkd3d_shader_type type = gen->program->shader_version.type;
    struct vkd3d_string_buffer *buffer = gen->buffer;
    bool locations[MAX_IO_REG_COUNT] = {0};
    const struct signature_element *e;
    unsigned int i;

    vkd3d_string_buffer_printf(buffer, "struct vkd3d_%s_out\n{\n", gen->prefix);

    for (i = 0; i < signature->element_count; ++i)
    {
        e = &signature->elements[i];

        if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED
                || e->sysval_semantic == VKD3D_SHADER_SV_DEPTH)
            continue;

        if (e->target_location >= ARRAY_SIZE(locations))
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled input target location %u.", e->target_location);
            continue;
        }

        if (locations[e->target_location])
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled duplicate input target location %u.", e->target_location);
        locations[e->target_location] = true;

        if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled minimum precision %#x.", e->min_precision);
            continue;
        }

        if(e->register_count > 1)
        {
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled register count %u.", e->register_count);
            continue;
        }

        msl_print_indent(gen->buffer, 1);

        switch(e->component_type)
        {
            case VKD3D_SHADER_COMPONENT_FLOAT:
                vkd3d_string_buffer_printf(buffer, "float4 ");
                break;
            case VKD3D_SHADER_COMPONENT_INT:
                vkd3d_string_buffer_printf(buffer, "int4 ");
                break;
            case VKD3D_SHADER_COMPONENT_UINT:
                vkd3d_string_buffer_printf(buffer, "uint4 ");
                break;
            default:
                vkd3d_string_buffer_printf(buffer, "<unhandled component type %#x> ", e->component_type);
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled component type %#x.", e->component_type);
                break;
        }

        vkd3d_string_buffer_printf(buffer, "shader_out_%u ", i);

        switch (type)
        {
            case VKD3D_SHADER_TYPE_VERTEX:
                msl_generate_vertex_output_element_attribute(gen, e);
                break;
            case VKD3D_SHADER_TYPE_PIXEL:
                msl_generate_pixel_output_element_attribute(gen, e);
                break;
            default:
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled shader type %#x.", type);
                break;
        }

        vkd3d_string_buffer_printf(buffer, ";\n");
    }

    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_DEPTHOUT))
    {
        msl_print_indent(gen->buffer, 1);
        vkd3d_string_buffer_printf(buffer, "float shader_out_depth [[depth(any)]];\n");
    }

    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_SAMPLEMASK))
    {
        msl_print_indent(gen->buffer, 1);
        vkd3d_string_buffer_printf(buffer, "uint shader_out_mask [[sample_mask]];\n");
    }

    vkd3d_string_buffer_printf(buffer, "};\n\n");
}

static void msl_generate_entrypoint_prologue(struct msl_generator *gen)
{
    const struct shader_signature *signature = &gen->program->input_signature;
    struct vkd3d_string_buffer *buffer = gen->buffer;
    const struct signature_element *e;
    unsigned int i;

    for (i = 0; i < signature->element_count; ++i)
    {
        e = &signature->elements[i];

        if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
            continue;

        vkd3d_string_buffer_printf(buffer, "    %s_in[%u]", gen->prefix, e->register_index);
        switch (e->sysval_semantic)
        {
            case VKD3D_SHADER_SV_NONE:
                msl_print_register_datatype(buffer, gen, vsir_data_type_from_component_type(e->component_type));
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = input.shader_in_%u", i);
                break;

            case VKD3D_SHADER_SV_POSITION:
                msl_print_register_datatype(buffer, gen, VSIR_DATA_F32);
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = float4(input.position.xyz, 1.0f / input.position.w)");
                break;

            case VKD3D_SHADER_SV_VERTEX_ID:
                msl_print_register_datatype(buffer, gen, VSIR_DATA_U32);
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = uint4(vertex_id, 0u, 0u, 0u)");
                break;

            case VKD3D_SHADER_SV_IS_FRONT_FACE:
                msl_print_register_datatype(buffer, gen, VSIR_DATA_U32);
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = uint4(input.is_front_face ? 0xffffffffu : 0u, 0, 0, 0)");
                break;

            case VKD3D_SHADER_SV_SAMPLE_INDEX:
                msl_print_register_datatype(buffer, gen, VSIR_DATA_U32);
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = uint4(input.sample_index, 0u, 0u, 0u)");
                break;

            default:
                vkd3d_string_buffer_printf(buffer, " = <unhandled sysval %#x>", e->sysval_semantic);
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
                break;
        }
        msl_print_write_mask(buffer, e->mask);
        vkd3d_string_buffer_printf(buffer, ";\n");
    }
}

static void msl_generate_entrypoint_epilogue(struct msl_generator *gen)
{
    const struct shader_signature *signature = &gen->program->output_signature;
    struct vkd3d_string_buffer *buffer = gen->buffer;
    const struct signature_element *e;
    unsigned int i;

    for (i = 0; i < signature->element_count; ++i)
    {
        e = &signature->elements[i];

        if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
            continue;

        switch (e->sysval_semantic)
        {
            case VKD3D_SHADER_SV_NONE:
            case VKD3D_SHADER_SV_TARGET:
            case VKD3D_SHADER_SV_POSITION:
                vkd3d_string_buffer_printf(buffer, "    output.shader_out_%u", i);
                msl_print_write_mask(buffer, e->mask);
                vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index);
                msl_print_register_datatype(buffer, gen, vsir_data_type_from_component_type(e->component_type));
                msl_print_write_mask(buffer, e->mask);
                break;
            case VKD3D_SHADER_SV_DEPTH:
                continue;
            default:
                vkd3d_string_buffer_printf(buffer, "    <unhandled sysval %#x>", e->sysval_semantic);
                msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                        "Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
        }
        vkd3d_string_buffer_printf(buffer, ";\n");
    }

    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_SAMPLEMASK))
        vkd3d_string_buffer_printf(gen->buffer, "    output.shader_out_mask = o_mask.u;\n");
}

static void msl_generate_entrypoint(struct msl_generator *gen)
{
    enum vkd3d_shader_type type = gen->program->shader_version.type;
    bool output = true;

    switch (type)
    {
        case VKD3D_SHADER_TYPE_VERTEX:
            vkd3d_string_buffer_printf(gen->buffer, "vertex ");
            break;
        case VKD3D_SHADER_TYPE_PIXEL:
            if (gen->program->global_flags & VKD3DSGF_FORCE_EARLY_DEPTH_STENCIL)
                vkd3d_string_buffer_printf(gen->buffer, "[[early_fragment_tests]]\n");
            vkd3d_string_buffer_printf(gen->buffer, "fragment ");
            break;
        case VKD3D_SHADER_TYPE_COMPUTE:
            vkd3d_string_buffer_printf(gen->buffer, "kernel ");
            output = false;
            break;
        default:
            msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                    "Internal compiler error: Unhandled shader type %#x.", type);
            return;
    }

    if (output)
        vkd3d_string_buffer_printf(gen->buffer, "vkd3d_%s_out ", gen->prefix);
    else
        vkd3d_string_buffer_printf(gen->buffer, "void ");
    vkd3d_string_buffer_printf(gen->buffer, "shader_entry(\n");

    if (gen->program->descriptors.descriptor_count)
    {
        msl_print_indent(gen->buffer, 2);
        /* TODO: Configurable argument buffer binding location. */
        vkd3d_string_buffer_printf(gen->buffer,
                "constant descriptor *descriptors [[buffer(0)]],\n");
    }

    if (gen->read_vertex_id)
    {
        msl_print_indent(gen->buffer, 2);
        vkd3d_string_buffer_printf(gen->buffer, "uint vertex_id [[vertex_id]],\n");
    }

    msl_print_indent(gen->buffer, 2);
    vkd3d_string_buffer_printf(gen->buffer, "vkd3d_%s_in input [[stage_in]])\n{\n", gen->prefix);

    /* TODO: declare #maximum_register + 1 */
    vkd3d_string_buffer_printf(gen->buffer, "    vkd3d_vec4 %s_in[%u];\n", gen->prefix, MAX_IO_REG_COUNT);
    vkd3d_string_buffer_printf(gen->buffer, "    vkd3d_vec4 %s_out[%u];\n", gen->prefix, MAX_IO_REG_COUNT);
    vkd3d_string_buffer_printf(gen->buffer, "    vkd3d_%s_out output;\n", gen->prefix);
    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_SAMPLEMASK))
        vkd3d_string_buffer_printf(gen->buffer, "    vkd3d_scalar o_mask;\n");
    vkd3d_string_buffer_printf(gen->buffer, "\n");

    msl_generate_entrypoint_prologue(gen);

    vkd3d_string_buffer_printf(gen->buffer, "    %s_main(%s_in, %s_out", gen->prefix, gen->prefix, gen->prefix);
    if (gen->read_vertex_id)
        vkd3d_string_buffer_printf(gen->buffer, ", vertex_id");
    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_DEPTHOUT))
        vkd3d_string_buffer_printf(gen->buffer, ", output.shader_out_depth");
    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_SAMPLEMASK))
        vkd3d_string_buffer_printf(gen->buffer, ", o_mask");
    if (gen->program->descriptors.descriptor_count)
        vkd3d_string_buffer_printf(gen->buffer, ", descriptors");
    vkd3d_string_buffer_printf(gen->buffer, ");\n\n");

    msl_generate_entrypoint_epilogue(gen);

    if (output)
        vkd3d_string_buffer_printf(gen->buffer, "    return output;\n");
    vkd3d_string_buffer_printf(gen->buffer, "}\n");
}

static int msl_generator_generate(struct msl_generator *gen, struct vkd3d_shader_code *out)
{
    struct vkd3d_shader_instruction *ins;
    struct vsir_program_iterator it;

    MESSAGE("Generating a MSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n");

    vkd3d_string_buffer_printf(gen->buffer, "/* Generated by %s. */\n\n", vkd3d_shader_get_version(NULL, NULL));
    vkd3d_string_buffer_printf(gen->buffer, "#include <metal_common>\n");
    vkd3d_string_buffer_printf(gen->buffer, "#include <metal_texture>\n\n");
    vkd3d_string_buffer_printf(gen->buffer, "using namespace metal;\n\n");

    if (gen->program->global_flags & ~(VKD3DSGF_REFACTORING_ALLOWED | VKD3DSGF_FORCE_EARLY_DEPTH_STENCIL))
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled global flags %#"PRIx64".", (uint64_t)gen->program->global_flags);

    vkd3d_string_buffer_printf(gen->buffer, "union vkd3d_scalar\n{\n");
    vkd3d_string_buffer_printf(gen->buffer, "    uint u;\n");
    vkd3d_string_buffer_printf(gen->buffer, "    int i;\n");
    vkd3d_string_buffer_printf(gen->buffer, "    float f;\n};\n\n");

    vkd3d_string_buffer_printf(gen->buffer, "union vkd3d_vec4\n{\n");
    vkd3d_string_buffer_printf(gen->buffer, "    uint4 u;\n");
    vkd3d_string_buffer_printf(gen->buffer, "    int4 i;\n");
    vkd3d_string_buffer_printf(gen->buffer, "    float4 f;\n};\n\n");

    if (gen->program->descriptors.descriptor_count > 0)
    {
        vkd3d_string_buffer_printf(gen->buffer,
                "struct descriptor\n"
                "{\n"
                "    const device void *ptr;\n"
                "\n"
                "    template<typename T>\n"
                "    constant T &as() constant\n"
                "    {\n"
                "        return reinterpret_cast<constant T &>(this->ptr);\n"
                "    }\n"
                "\n"
                "    template<typename T>\n"
                "    const device T * constant &buf() constant\n"
                "    {\n"
                "        return reinterpret_cast<const device T * constant &>(this->ptr);\n"
                "    }\n"
                "};\n"
                "\n");
    }

    msl_generate_input_struct_declarations(gen);
    msl_generate_output_struct_declarations(gen);

    vkd3d_string_buffer_printf(gen->buffer,
            "static void %s_main(thread vkd3d_vec4 *v, "
            "thread vkd3d_vec4 *o",
            gen->prefix);

    if (gen->read_vertex_id)
        vkd3d_string_buffer_printf(gen->buffer, ", uint vertex_id");
    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_DEPTHOUT))
        vkd3d_string_buffer_printf(gen->buffer, ", thread float &o_depth");
    if (bitmap_is_set(gen->program->io_dcls, VKD3DSPR_SAMPLEMASK))
        vkd3d_string_buffer_printf(gen->buffer, ", thread vkd3d_scalar &o_mask");
    if (gen->program->descriptors.descriptor_count)
        vkd3d_string_buffer_printf(gen->buffer, ", constant descriptor *descriptors");
    vkd3d_string_buffer_printf(gen->buffer, ")\n{\n");

    ++gen->indent;

    if (gen->program->temp_count)
    {
        msl_print_indent(gen->buffer, gen->indent);
        vkd3d_string_buffer_printf(gen->buffer, "vkd3d_vec4 r[%u];\n\n", gen->program->temp_count);
    }

    it = vsir_program_iterator(&gen->program->instructions);
    for (ins = vsir_program_iterator_head(&it); ins; ins = vsir_program_iterator_next(&it))
    {
        msl_handle_instruction(gen, ins);
    }

    --gen->indent;

    vkd3d_string_buffer_printf(gen->buffer, "}\n\n");

    msl_generate_entrypoint(gen);

    if (TRACE_ON())
        vkd3d_string_buffer_trace(gen->buffer);

    if (gen->failed)
        return VKD3D_ERROR_INVALID_SHADER;

    vkd3d_shader_code_from_string_buffer(out, gen->buffer);

    return VKD3D_OK;
}

static void msl_generator_cleanup(struct msl_generator *gen)
{
    vkd3d_string_buffer_release(&gen->string_buffers, gen->buffer);
    vkd3d_string_buffer_cache_cleanup(&gen->string_buffers);
}

static int msl_generator_init(struct msl_generator *gen, struct vsir_program *program,
        const struct vkd3d_shader_compile_info *compile_info,
        struct vkd3d_shader_message_context *message_context)
{
    enum vkd3d_shader_type type = program->shader_version.type;

    memset(gen, 0, sizeof(*gen));
    gen->program = program;
    vkd3d_string_buffer_cache_init(&gen->string_buffers);
    if (!(gen->buffer = vkd3d_string_buffer_get(&gen->string_buffers)))
    {
        vkd3d_string_buffer_cache_cleanup(&gen->string_buffers);
        return VKD3D_ERROR_OUT_OF_MEMORY;
    }
    gen->message_context = message_context;
    if (!(gen->prefix = msl_get_prefix(type)))
    {
        msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
                "Internal compiler error: Unhandled shader type %#x.", type);
        gen->prefix = "unknown";
    }
    gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO);

    return VKD3D_OK;
}

int msl_compile(struct vsir_program *program, uint64_t config_flags,
        const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_code *out,
        struct vkd3d_shader_message_context *message_context)
{
    struct msl_generator generator;
    int ret;

    if ((ret = vsir_program_transform(program, config_flags, compile_info, message_context)) < 0)
        return ret;

    if ((ret = vsir_allocate_temp_registers(program, message_context)) < 0)
        return ret;

    VKD3D_ASSERT(program->normalisation_level == VSIR_NORMALISED_SM6);
    VKD3D_ASSERT(program->has_descriptor_info);

    if ((ret = msl_generator_init(&generator, program, compile_info, message_context)) < 0)
        return ret;
    ret = msl_generator_generate(&generator, out);
    msl_generator_cleanup(&generator);

    return ret;
}
