vkd3d-shader/msl: Generate shader input structure declarations.

This commit is contained in:
Feifan He 2024-09-30 11:05:26 +08:00 committed by Henri Verbeet
parent cd5917c648
commit 577cc47740
Notes: Henri Verbeet 2024-10-07 17:52:05 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1132

View File

@ -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, "<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) static void msl_generate_vertex_output_element_attribute(struct msl_generator *gen, const struct signature_element *e)
{ {
switch (e->sysval_semantic) 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, " int4 i;\n");
vkd3d_string_buffer_printf(gen->buffer, " float4 f;\n};\n\n"); vkd3d_string_buffer_printf(gen->buffer, " float4 f;\n};\n\n");
msl_generate_input_struct_declarations(gen);
msl_generate_output_struct_declarations(gen); msl_generate_output_struct_declarations(gen);
vkd3d_string_buffer_printf(gen->buffer, "void %s_main()\n{\n", gen->prefix); vkd3d_string_buffer_printf(gen->buffer, "void %s_main()\n{\n", gen->prefix);