mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
a484063cd2
That's intended for messages that it's pretty important that the user receives, but that are not proper error messages.
163 lines
5.2 KiB
C
163 lines
5.2 KiB
C
/*
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* Copyright 2021 Atharva Nimbalkar
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "vkd3d_shader_private.h"
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struct vkd3d_glsl_generator
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{
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struct vsir_program *program;
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struct vkd3d_string_buffer buffer;
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struct vkd3d_shader_location location;
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struct vkd3d_shader_message_context *message_context;
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unsigned int indent;
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bool failed;
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};
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static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
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struct vkd3d_glsl_generator *generator,
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enum vkd3d_shader_error error, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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vkd3d_shader_verror(generator->message_context, &generator->location, error, fmt, args);
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va_end(args);
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generator->failed = true;
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}
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static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
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{
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vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
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}
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static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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shader_glsl_print_indent(&gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(&gen->buffer, "/* <unhandled instruction %#x> */\n", ins->opcode);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled instruction %#x.", ins->opcode);
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}
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static void shader_glsl_ret(struct vkd3d_glsl_generator *generator,
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const struct vkd3d_shader_instruction *ins)
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{
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const struct vkd3d_shader_version *version = &generator->program->shader_version;
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/*
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* TODO: Implement in_subroutine
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* TODO: shader_glsl_generate_shader_epilogue(generator);
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*/
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if (version->major >= 4)
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{
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shader_glsl_print_indent(&generator->buffer, generator->indent);
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vkd3d_string_buffer_printf(&generator->buffer, "return;\n");
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}
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}
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static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *generator,
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const struct vkd3d_shader_instruction *instruction)
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{
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generator->location = instruction->location;
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switch (instruction->opcode)
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{
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case VKD3DSIH_DCL_INPUT:
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case VKD3DSIH_DCL_OUTPUT:
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_NOP:
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break;
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case VKD3DSIH_RET:
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shader_glsl_ret(generator, instruction);
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break;
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default:
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shader_glsl_unhandled(generator, instruction);
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break;
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}
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}
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static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *gen, struct vkd3d_shader_code *out)
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{
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const struct vkd3d_shader_instruction_array *instructions = &gen->program->instructions;
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struct vkd3d_string_buffer *buffer = &gen->buffer;
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unsigned int i;
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void *code;
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MESSAGE("Generating a GLSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n");
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vkd3d_string_buffer_printf(buffer, "#version 440\n\n");
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vkd3d_string_buffer_printf(buffer, "/* Generated by %s. */\n\n", vkd3d_shader_get_version(NULL, NULL));
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vkd3d_string_buffer_printf(buffer, "void main()\n{\n");
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++gen->indent;
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for (i = 0; i < instructions->count; ++i)
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{
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vkd3d_glsl_handle_instruction(gen, &instructions->elements[i]);
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}
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vkd3d_string_buffer_printf(buffer, "}\n");
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if (TRACE_ON())
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vkd3d_string_buffer_trace(buffer);
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if (gen->failed)
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return VKD3D_ERROR_INVALID_SHADER;
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if ((code = vkd3d_malloc(buffer->buffer_size)))
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{
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memcpy(code, buffer->buffer, buffer->content_size);
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out->size = buffer->content_size;
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out->code = code;
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}
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else return VKD3D_ERROR_OUT_OF_MEMORY;
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return VKD3D_OK;
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}
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static void vkd3d_glsl_generator_cleanup(struct vkd3d_glsl_generator *gen)
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{
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vkd3d_string_buffer_cleanup(&gen->buffer);
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}
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static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
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struct vsir_program *program, struct vkd3d_shader_message_context *message_context)
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{
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memset(gen, 0, sizeof(*gen));
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gen->program = program;
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vkd3d_string_buffer_init(&gen->buffer);
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gen->message_context = message_context;
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}
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int glsl_compile(struct vsir_program *program, uint64_t config_flags,
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const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_code *out,
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struct vkd3d_shader_message_context *message_context)
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{
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struct vkd3d_glsl_generator generator;
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int ret;
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if ((ret = vsir_program_normalise(program, config_flags, compile_info, message_context)) < 0)
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return ret;
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vkd3d_glsl_generator_init(&generator, program, message_context);
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ret = vkd3d_glsl_generator_generate(&generator, out);
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vkd3d_glsl_generator_cleanup(&generator);
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return ret;
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}
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