diff --git a/libs/vkd3d-shader/msl.c b/libs/vkd3d-shader/msl.c index dd216559..bd18b7bd 100644 --- a/libs/vkd3d-shader/msl.c +++ b/libs/vkd3d-shader/msl.c @@ -266,6 +266,93 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d } } +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, " ", 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) @@ -391,6 +478,7 @@ static void msl_generator_generate(struct msl_generator *gen) vkd3d_string_buffer_printf(gen->buffer, " int4 i;\n"); vkd3d_string_buffer_printf(gen->buffer, " float4 f;\n};\n\n"); + msl_generate_input_struct_declarations(gen); msl_generate_output_struct_declarations(gen); vkd3d_string_buffer_printf(gen->buffer, "void %s_main()\n{\n", gen->prefix);