vkd3d/libs/vkd3d-shader/glsl.c

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/*
* Copyright 2021 Atharva Nimbalkar
*
* 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 vkd3d_glsl_generator
{
struct vsir_program *program;
struct vkd3d_string_buffer buffer;
struct vkd3d_shader_location location;
struct vkd3d_shader_message_context *message_context;
unsigned int indent;
bool failed;
};
static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
struct vkd3d_glsl_generator *generator,
enum vkd3d_shader_error error, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
vkd3d_shader_verror(generator->message_context, &generator->location, error, fmt, args);
va_end(args);
generator->failed = true;
}
static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
{
vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
}
static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
shader_glsl_print_indent(&gen->buffer, gen->indent);
vkd3d_string_buffer_printf(&gen->buffer, "/* <unhandled instruction %#x> */\n", ins->handler_idx);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled instruction %#x.", ins->handler_idx);
}
static void shader_glsl_ret(struct vkd3d_glsl_generator *generator,
const struct vkd3d_shader_instruction *ins)
{
const struct vkd3d_shader_version *version = &generator->program->shader_version;
/*
* TODO: Implement in_subroutine
* TODO: shader_glsl_generate_shader_epilogue(generator);
*/
if (version->major >= 4)
{
shader_glsl_print_indent(&generator->buffer, generator->indent);
vkd3d_string_buffer_printf(&generator->buffer, "return;\n");
}
}
static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *generator,
const struct vkd3d_shader_instruction *instruction)
{
generator->location = instruction->location;
switch (instruction->handler_idx)
{
case VKD3DSIH_DCL_INPUT:
case VKD3DSIH_DCL_OUTPUT:
case VKD3DSIH_DCL_OUTPUT_SIV:
break;
case VKD3DSIH_RET:
shader_glsl_ret(generator, instruction);
break;
default:
shader_glsl_unhandled(generator, instruction);
break;
}
}
static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *generator, struct vkd3d_shader_code *out)
{
const struct vkd3d_shader_instruction_array *instructions = &generator->program->instructions;
unsigned int i;
void *code;
ERR("Generating a GLSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n");
vkd3d_string_buffer_printf(&generator->buffer, "#version 440\n\n");
vkd3d_string_buffer_printf(&generator->buffer, "void main()\n{\n");
++generator->indent;
for (i = 0; i < instructions->count; ++i)
{
vkd3d_glsl_handle_instruction(generator, &instructions->elements[i]);
}
vkd3d_string_buffer_printf(&generator->buffer, "}\n");
if (TRACE_ON())
vkd3d_string_buffer_trace(&generator->buffer);
if (generator->failed)
return VKD3D_ERROR_INVALID_SHADER;
if ((code = vkd3d_malloc(generator->buffer.buffer_size)))
{
memcpy(code, generator->buffer.buffer, generator->buffer.content_size);
out->size = generator->buffer.content_size;
out->code = code;
}
else return VKD3D_ERROR_OUT_OF_MEMORY;
return VKD3D_OK;
}
static void vkd3d_glsl_generator_cleanup(struct vkd3d_glsl_generator *gen)
{
vkd3d_string_buffer_cleanup(&gen->buffer);
}
static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
struct vsir_program *program, struct vkd3d_shader_message_context *message_context)
{
memset(gen, 0, sizeof(*gen));
gen->program = program;
vkd3d_string_buffer_init(&gen->buffer);
gen->message_context = message_context;
}
int glsl_compile(struct vsir_program *program, struct vkd3d_shader_code *out,
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_glsl_generator generator;
int ret;
vkd3d_glsl_generator_init(&generator, program, message_context);
ret = vkd3d_glsl_generator_generate(&generator, out);
vkd3d_glsl_generator_cleanup(&generator);
return ret;
}