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vkd3d-shader/msl: Generate shader input structure declarations.
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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
@ -266,6 +266,93 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
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}
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}
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static void msl_generate_input_struct_declarations(struct msl_generator *gen)
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{
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const struct shader_signature *signature = &gen->program->input_signature;
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enum vkd3d_shader_type type = gen->program->shader_version.type;
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struct vkd3d_string_buffer *buffer = gen->buffer;
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const struct signature_element *e;
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unsigned int i;
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vkd3d_string_buffer_printf(buffer, "struct vkd3d_%s_in\n{\n", gen->prefix);
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for (i = 0; i < signature->element_count; ++i)
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{
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e = &signature->elements[i];
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
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continue;
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if (e->sysval_semantic)
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{
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
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continue;
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}
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if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
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{
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled minimum precision %#x.", e->min_precision);
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continue;
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}
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if (e->interpolation_mode != VKD3DSIM_NONE)
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{
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
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continue;
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}
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if(e->register_count > 1)
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{
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled register count %u.", e->register_count);
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continue;
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}
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msl_print_indent(gen->buffer, 1);
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switch(e->component_type)
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{
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case VKD3D_SHADER_COMPONENT_FLOAT:
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vkd3d_string_buffer_printf(buffer, "float4 ");
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break;
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case VKD3D_SHADER_COMPONENT_INT:
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vkd3d_string_buffer_printf(buffer, "int4 ");
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break;
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case VKD3D_SHADER_COMPONENT_UINT:
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vkd3d_string_buffer_printf(buffer, "uint4 ");
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break;
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default:
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vkd3d_string_buffer_printf(buffer, "<unhandled component type %#x> ", e->component_type);
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled component type %#x.", e->component_type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, "shader_in_%u ", i);
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switch (type)
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{
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case VKD3D_SHADER_TYPE_VERTEX:
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vkd3d_string_buffer_printf(gen->buffer, "[[attribute(%u)]]", e->target_location);
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break;
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case VKD3D_SHADER_TYPE_PIXEL:
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vkd3d_string_buffer_printf(gen->buffer, "[[user(locn%u)]]", e->target_location);
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break;
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default:
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled shader type %#x.", type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, ";\n");
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}
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vkd3d_string_buffer_printf(buffer, "};\n\n");
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}
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static void msl_generate_vertex_output_element_attribute(struct msl_generator *gen, const struct signature_element *e)
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{
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switch (e->sysval_semantic)
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@ -391,6 +478,7 @@ static void msl_generator_generate(struct msl_generator *gen)
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vkd3d_string_buffer_printf(gen->buffer, " int4 i;\n");
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vkd3d_string_buffer_printf(gen->buffer, " float4 f;\n};\n\n");
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msl_generate_input_struct_declarations(gen);
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msl_generate_output_struct_declarations(gen);
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vkd3d_string_buffer_printf(gen->buffer, "void %s_main()\n{\n", gen->prefix);
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