From cd5917c6482c7b460bcf4e746e0c90cfe68d7966 Mon Sep 17 00:00:00 2001 From: Feifan He Date: Mon, 30 Sep 2024 10:58:02 +0800 Subject: [PATCH] vkd3d-shader/msl: Generate shader output structure declarations. --- libs/vkd3d-shader/msl.c | 145 +++++++++++++++++++++++++++++++++++++++- 1 file changed, 144 insertions(+), 1 deletion(-) diff --git a/libs/vkd3d-shader/msl.c b/libs/vkd3d-shader/msl.c index 6b41363d..dd216559 100644 --- a/libs/vkd3d-shader/msl.c +++ b/libs/vkd3d-shader/msl.c @@ -38,6 +38,7 @@ struct msl_generator struct vkd3d_shader_location location; struct vkd3d_shader_message_context *message_context; unsigned int indent; + const char *prefix; }; static void VKD3D_PRINTF_FUNC(3, 4) msl_compiler_error(struct msl_generator *gen, @@ -50,6 +51,27 @@ static void VKD3D_PRINTF_FUNC(3, 4) msl_compiler_error(struct msl_generator *gen 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, ""); @@ -244,6 +266,117 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d } } +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, " ", 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_generator_generate(struct msl_generator *gen) { const struct vkd3d_shader_instruction_array *instructions = &gen->program->instructions; @@ -258,7 +391,9 @@ 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"); - vkd3d_string_buffer_printf(gen->buffer, "void shader_main()\n{\n"); + msl_generate_output_struct_declarations(gen); + + vkd3d_string_buffer_printf(gen->buffer, "void %s_main()\n{\n", gen->prefix); ++gen->indent; @@ -288,6 +423,8 @@ static void msl_generator_cleanup(struct msl_generator *gen) static int msl_generator_init(struct msl_generator *gen, struct vsir_program *program, 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); @@ -297,6 +434,12 @@ static int msl_generator_init(struct msl_generator *gen, struct vsir_program *pr 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; + } return VKD3D_OK; }