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_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;
const struct vkd3d_shader_interface_info *interface_info;
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info;
};
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 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_register_datatype(struct vkd3d_string_buffer *buffer,
struct msl_generator *gen, enum vkd3d_data_type data_type)
{
vkd3d_string_buffer_printf(buffer, ".");
switch (data_type)
{
case VKD3D_DATA_FLOAT:
vkd3d_string_buffer_printf(buffer, "f");
break;
case VKD3D_DATA_INT:
vkd3d_string_buffer_printf(buffer, "i");
break;
case VKD3D_DATA_UINT:
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 void 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);
msl_print_register_datatype(buffer, gen, reg->data_type);
break;
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);
break;
}
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);
break;
}
vkd3d_string_buffer_printf(buffer, "v[%u]", reg->idx[0].offset);
msl_print_register_datatype(buffer, gen, reg->data_type);
break;
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);
break;
}
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);
break;
}
vkd3d_string_buffer_printf(buffer, "o[%u]", reg->idx[0].offset);
msl_print_register_datatype(buffer, gen, reg->data_type);
break;
case VKD3DSPR_CONSTBUFFER:
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);
break;
}
if (reg->idx[0].rel_addr || reg->idx[2].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);
break;
}
vkd3d_string_buffer_printf(buffer, "descriptors.cb_%u[%u]", reg->idx[0].offset, reg->idx[2].offset);
msl_print_register_datatype(buffer, gen, reg->data_type);
break;
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);
break;
}
}
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_src_init(struct msl_src *msl_src, struct msl_generator *gen,
const struct vkd3d_shader_src_param *vsir_src, uint32_t mask)
{
const struct vkd3d_shader_register *reg = &vsir_src->reg;
msl_src->str = 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)
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled source modifier(s) %#x.", vsir_src->modifiers);
msl_print_register_name(msl_src->str, gen, reg);
if (reg->dimension == VSIR_DIMENSION_VEC4)
msl_print_swizzle(msl_src->str, vsir_src->swizzle, mask);
}
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;
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);
msl_print_register_name(msl_dst->register_name, gen, &vsir_dst->reg);
msl_print_write_mask(msl_dst->mask, write_mask);
return write_mask;
}
static void VKD3D_PRINTF_FUNC(3, 4) msl_print_assignment(
struct msl_generator *gen, struct msl_dst *dst, const char *format, ...)
{
va_list args;
if (dst->vsir->shift)
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled destination shift %#x.", dst->vsir->shift);
if (dst->vsir->modifiers)
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled destination modifier(s) %#x.", dst->vsir->modifiers);
msl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "%s%s = ", dst->register_name->buffer, dst->mask->buffer);
va_start(args, format);
vkd3d_string_buffer_vprintf(gen->buffer, format, args);
va_end(args);
vkd3d_string_buffer_printf(gen->buffer, ";\n");
}
static void msl_unhandled(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
msl_print_indent(gen->buffer, gen->indent);
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_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_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_handle_instruction(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
gen->location = ins->location;
switch (ins->opcode)
{
case VKD3DSIH_DCL_INPUT:
case VKD3DSIH_NOP:
break;
case VKD3DSIH_MOV:
msl_mov(gen, ins);
break;
case VKD3DSIH_RET:
msl_ret(gen, ins);
break;
default:
msl_unhandled(gen, ins);
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 bool msl_get_cbv_binding(const struct msl_generator *gen,
unsigned int register_space, unsigned int register_idx, unsigned int *binding_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 false;
for (i = 0; i < interface_info->binding_count; ++i)
{
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;
*binding_idx = i;
return true;
}
return false;
}
static void msl_generate_cbv_declaration(struct msl_generator *gen,
const struct vkd3d_shader_descriptor_info1 *cbv)
{
const struct vkd3d_shader_descriptor_binding *binding;
struct vkd3d_string_buffer *buffer = gen->buffer;
unsigned int binding_idx;
size_t size;
if (cbv->count != 1)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
"Constant buffer %u has unsupported descriptor array size %u.", cbv->register_id, cbv->count);
return;
}
if (!msl_get_cbv_binding(gen, cbv->register_space, cbv->register_index, &binding_idx))
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
"No descriptor binding specified for constant buffer %u.", cbv->register_id);
return;
}
binding = &gen->interface_info->bindings[binding_idx].binding;
if (binding->set != 0)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
"Unsupported binding set %u specified for constant buffer %u.", binding->set, cbv->register_id);
return;
}
if (binding->count != 1)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_BINDING_NOT_FOUND,
"Unsupported binding count %u specified for constant buffer %u.", binding->count, cbv->register_id);
return;
}
size = align(cbv->buffer_size, VKD3D_VEC4_SIZE * sizeof(uint32_t));
size /= VKD3D_VEC4_SIZE * sizeof(uint32_t);
vkd3d_string_buffer_printf(buffer,
"constant vkd3d_vec4 *cb_%u [[id(%u)]];", cbv->register_id, binding->binding);
};
static void msl_generate_descriptor_struct_declarations(struct msl_generator *gen)
{
const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
const struct vkd3d_shader_descriptor_info1 *descriptor;
struct vkd3d_string_buffer *buffer = gen->buffer;
unsigned int i;
if (!info->descriptor_count)
return;
vkd3d_string_buffer_printf(buffer, "struct vkd3d_%s_descriptors\n{\n", gen->prefix);
for (i = 0; i < info->descriptor_count; ++i)
{
descriptor = &info->descriptors[i];
msl_print_indent(buffer, 1);
switch (descriptor->type)
{
case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
msl_generate_cbv_declaration(gen, descriptor);
break;
default:
vkd3d_string_buffer_printf(buffer, "/* <unhandled descriptor type %#x> */", descriptor->type);
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled descriptor type %#x.", descriptor->type);
break;
}
vkd3d_string_buffer_printf(buffer, "\n");
}
vkd3d_string_buffer_printf(buffer, "};\n\n");
}
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;
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->sysval_semantic)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled system value %#x.", 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->interpolation_mode != VKD3DSIM_NONE)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
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;
}
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;
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)
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->interpolation_mode != VKD3DSIM_NONE)
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
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");
}
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);
if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
{
msl_print_register_datatype(buffer, gen, vkd3d_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);
msl_print_write_mask(buffer, e->mask);
}
else
{
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");
}
}
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, vkd3d_data_type_from_component_type(e->component_type));
msl_print_write_mask(buffer, e->mask);
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);
}
vkd3d_string_buffer_printf(buffer, ";\n");
}
}
static void msl_generate_entrypoint(struct msl_generator *gen)
{
enum vkd3d_shader_type type = gen->program->shader_version.type;
switch (type)
{
case VKD3D_SHADER_TYPE_VERTEX:
vkd3d_string_buffer_printf(gen->buffer, "vertex ");
break;
case VKD3D_SHADER_TYPE_PIXEL:
vkd3d_string_buffer_printf(gen->buffer, "fragment ");
break;
default:
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled shader type %#x.", type);
return;
}
vkd3d_string_buffer_printf(gen->buffer, "vkd3d_%s_out shader_entry(\n", gen->prefix);
if (gen->descriptor_info->descriptor_count)
{
msl_print_indent(gen->buffer, 2);
/* TODO: Configurable argument buffer binding location. */
vkd3d_string_buffer_printf(gen->buffer,
"constant vkd3d_%s_descriptors& descriptors [[buffer(0)]],\n", gen->prefix);
}
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, 32);
vkd3d_string_buffer_printf(gen->buffer, " vkd3d_vec4 %s_out[%u];\n", gen->prefix, 32);
vkd3d_string_buffer_printf(gen->buffer, " vkd3d_%s_out output;\n", gen->prefix);
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->descriptor_info->descriptor_count)
vkd3d_string_buffer_printf(gen->buffer, ", descriptors");
vkd3d_string_buffer_printf(gen->buffer, ");\n");
msl_generate_entrypoint_epilogue(gen);
vkd3d_string_buffer_printf(gen->buffer, " return output;\n}\n");
}
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");
vkd3d_string_buffer_printf(gen->buffer, "/* Generated by %s. */\n\n", vkd3d_shader_get_version(NULL, NULL));
if (gen->program->global_flags)
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_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");
msl_generate_descriptor_struct_declarations(gen);
msl_generate_input_struct_declarations(gen);
msl_generate_output_struct_declarations(gen);
vkd3d_string_buffer_printf(gen->buffer,
"void %s_main(thread vkd3d_vec4 *v, "
"thread vkd3d_vec4 *o",
gen->prefix);
if (gen->descriptor_info->descriptor_count)
vkd3d_string_buffer_printf(gen->buffer, ", constant vkd3d_%s_descriptors& descriptors", gen->prefix);
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);
}
for (i = 0; i < instructions->count; ++i)
{
msl_handle_instruction(gen, &instructions->elements[i]);
}
--gen->indent;
vkd3d_string_buffer_printf(gen->buffer, "}\n\n");
msl_generate_entrypoint(gen);
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,
const struct vkd3d_shader_compile_info *compile_info,
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_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);
return VKD3D_ERROR_INVALID_SHADER;
}
gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO);
gen->descriptor_info = descriptor_info;
return VKD3D_OK;
}
int msl_compile(struct vsir_program *program, uint64_t config_flags,
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info,
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;
VKD3D_ASSERT(program->normalisation_level == VSIR_FULLY_NORMALISED_IO);
if ((ret = msl_generator_init(&generator, program, compile_info, descriptor_info, message_context)) < 0)
return ret;
msl_generator_generate(&generator);
msl_generator_cleanup(&generator);
return VKD3D_ERROR_INVALID_SHADER;
}