vkd3d/libs/vkd3d-shader/msl.c

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/*
* 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"
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;
};
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);
}
static void msl_unhandled(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
vkd3d_string_buffer_printf(gen->buffer, "/* <unhandled instruction %#x> */\n", ins->opcode);
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled instruction %#x.", ins->opcode);
}
static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
gen->location = ins->location;
msl_unhandled(gen, ins);
}
static void msl_generator_generate(struct msl_generator *gen)
{
const struct vkd3d_shader_instruction_array *instructions = &gen->program->instructions;
unsigned int i;
MESSAGE("Generating a MSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n");
for (i = 0; i < instructions->count; ++i)
{
msl_handle_instruction(gen, &instructions->elements[i]);
}
if (TRACE_ON())
vkd3d_string_buffer_trace(gen->buffer);
}
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,
struct vkd3d_shader_message_context *message_context)
{
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;
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_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 = msl_generator_init(&generator, program, message_context)) < 0)
return ret;
msl_generator_generate(&generator);
msl_generator_cleanup(&generator);
return VKD3D_ERROR_INVALID_SHADER;
}