/* * Copyright 2021 Atharva Nimbalkar * * 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 vkd3d_glsl_generator { struct vsir_program *program; struct vkd3d_string_buffer buffer; struct vkd3d_shader_location location; struct vkd3d_shader_message_context *message_context; bool failed; }; static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error( struct vkd3d_glsl_generator *generator, enum vkd3d_shader_error error, const char *fmt, ...) { va_list args; va_start(args, fmt); vkd3d_shader_verror(generator->message_context, &generator->location, error, fmt, args); va_end(args); generator->failed = true; } static void shader_glsl_ret(struct vkd3d_glsl_generator *generator, const struct vkd3d_shader_instruction *ins) { const struct vkd3d_shader_version *version = &generator->program->shader_version; /* * TODO: Implement in_subroutine * TODO: shader_glsl_generate_shader_epilogue(generator); */ if (version->major >= 4) { vkd3d_string_buffer_printf(&generator->buffer, "return;\n"); } } static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *generator, const struct vkd3d_shader_instruction *instruction) { generator->location = instruction->location; switch (instruction->handler_idx) { case VKD3DSIH_DCL_INPUT: case VKD3DSIH_DCL_OUTPUT: case VKD3DSIH_DCL_OUTPUT_SIV: break; case VKD3DSIH_RET: shader_glsl_ret(generator, instruction); break; default: vkd3d_glsl_compiler_error(generator, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Unhandled instruction %#x", instruction->handler_idx); break; } } static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *generator, struct vkd3d_shader_code *out) { const struct vkd3d_shader_instruction_array *instructions = &generator->program->instructions; unsigned int i; void *code; ERR("Generating a GLSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n"); vkd3d_string_buffer_printf(&generator->buffer, "#version 440\n\n"); vkd3d_string_buffer_printf(&generator->buffer, "void main()\n{\n"); for (i = 0; i < instructions->count; ++i) { vkd3d_glsl_handle_instruction(generator, &instructions->elements[i]); } if (generator->failed) return VKD3D_ERROR_INVALID_SHADER; vkd3d_string_buffer_printf(&generator->buffer, "}\n"); if ((code = vkd3d_malloc(generator->buffer.buffer_size))) { memcpy(code, generator->buffer.buffer, generator->buffer.content_size); out->size = generator->buffer.content_size; out->code = code; } else return VKD3D_ERROR_OUT_OF_MEMORY; return VKD3D_OK; } static void vkd3d_glsl_generator_cleanup(struct vkd3d_glsl_generator *gen) { vkd3d_string_buffer_cleanup(&gen->buffer); } static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen, struct vsir_program *program, struct vkd3d_shader_message_context *message_context) { memset(gen, 0, sizeof(*gen)); gen->program = program; vkd3d_string_buffer_init(&gen->buffer); gen->message_context = message_context; } int glsl_compile(struct vsir_program *program, struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context) { struct vkd3d_glsl_generator generator; int ret; vkd3d_glsl_generator_init(&generator, program, message_context); ret = vkd3d_glsl_generator_generate(&generator, out); vkd3d_glsl_generator_cleanup(&generator); return ret; }