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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-19 03:02:08 +00:00
Fix IoMap variable names
Output struct Lazy Vertex IO Output fixes Fix output struct definition MSL Binding Model description Might need tweaks/adjustments Cleanup Typo + Format
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d5758cb310
commit
98e2ab5a49
4 changed files with 90 additions and 21 deletions
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@ -3,14 +3,41 @@ using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Linq;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class Declarations
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{
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/*
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* Description of MSL Binding Strategy
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*
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* There are a few fundamental differences between how GLSL and MSL handle I/O.
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* This comment will set out to describe the reasons why things are done certain ways
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* and to describe the overall binding model that we're striving for here.
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*
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* Main I/O Structs
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*
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* Each stage will have a main input and output struct labeled as [Stage][In/Out], i.e VertexIn.
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* Every attribute within these structs will be labeled with an [[attribute(n)]] property,
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* and the overall struct will be labeled with [[stage_in]] for input structs, and defined as the
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* output type of the main shader function for the output struct. This struct also contains special
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* attribute-based properties like [[position]], therefore these are not confined to 'user-defined' variables.
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*
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* Samplers & Textures
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*
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* Metal does not have a combined image sampler like sampler2D in GLSL, as a result we need to bind
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* an individual texture and a sampler object for each instance of a combined image sampler.
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* Therefore, the binding indices of straight up textures (i.e. without a sampler) must start
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* after the last sampler/texture pair (n + Number of Pairs).
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*
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* Uniforms
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*
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* MSL does not have a concept of uniforms comparable to that of GLSL. As a result, instead of
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* being declared outside of any function body, uniforms are part of the function signature in MSL.
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* This applies to anything bound to the shader not included in the main I/O structs.
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*/
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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{
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context.AppendLine("#include <metal_stdlib>");
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@ -25,6 +52,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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}
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DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
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context.AppendLine();
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DeclareOutputAttributes(context, info.IoDefinitions.Where(x => x.StorageKind == StorageKind.Output));
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}
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static bool IsUserDefined(IoDefinition ioDefinition, StorageKind storageKind)
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@ -32,8 +61,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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return ioDefinition.StorageKind == storageKind && ioDefinition.IoVariable == IoVariable.UserDefined;
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}
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public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
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public static void DeclareLocals(CodeGenContext context, StructuredFunction function, ShaderStage stage)
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{
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if (stage == ShaderStage.Vertex)
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{
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context.AppendLine("VertexOutput out;");
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}
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foreach (AstOperand decl in function.Locals)
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{
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string name = context.OperandManager.DeclareLocal(decl);
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@ -107,5 +141,48 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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}
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}
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}
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private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
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{
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if (context.Definitions.IaIndexing)
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{
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// Not handled
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}
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else
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{
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if (inputs.Any())
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{
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string prefix = "";
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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prefix = "Vertex";
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break;
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case ShaderStage.Fragment:
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prefix = "Fragment";
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break;
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case ShaderStage.Compute:
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prefix = "Compute";
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break;
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}
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context.AppendLine($"struct {prefix}Output");
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context.EnterScope();
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true));
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string name = $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}";
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name = ioDefinition.IoVariable == IoVariable.Position ? "position" : name;
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string suffix = ioDefinition.IoVariable == IoVariable.Position ? " [[position]]" : "";
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context.AppendLine($"{type} {name}{suffix};");
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}
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context.LeaveScope(";");
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}
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}
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}
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}
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}
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@ -70,6 +70,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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return $"{op} {GetSourceExpr(context, operation.GetSource(0), context.CurrentFunction.ReturnType)}";
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}
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else if (inst == Instruction.Return && context.Definitions.Stage == ShaderStage.Vertex)
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{
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return $"{op} out";
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}
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int arity = (int)(info.Type & InstType.ArityMask);
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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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IoVariable.InstanceId => ("instance_id", AggregateType.S32),
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IoVariable.PointCoord => ("point_coord", AggregateType.Vector2),
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IoVariable.PointSize => ("point_size", AggregateType.FP32),
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IoVariable.Position => ("position", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.Position => ("out.position", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.VertexId => ("vertex_id", AggregateType.S32),
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@ -52,21 +52,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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name += "_" + "xyzw"[component & 3];
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}
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string prefix = "";
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switch (definitions.Stage)
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{
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case ShaderStage.Vertex:
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prefix = "Vertex";
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break;
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case ShaderStage.Fragment:
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prefix = "Fragment";
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break;
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case ShaderStage.Compute:
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prefix = "Compute";
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break;
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}
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prefix += isOutput ? "Out" : "In";
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string prefix = isOutput ? "out" : "in";
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return (prefix + "." + name, definitions.GetUserDefinedType(location, isOutput));
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}
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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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context.AppendLine(GetFunctionSignature(context, function, stage, isMainFunc));
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context.EnterScope();
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Declarations.DeclareLocals(context, function);
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Declarations.DeclareLocals(context, function, stage);
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PrintBlock(context, function.MainBlock, isMainFunc);
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@ -77,6 +77,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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string funcKeyword = "inline";
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string funcName = null;
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string returnType = Declarations.GetVarTypeName(context, function.ReturnType);
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if (isMainFunc)
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{
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@ -84,6 +85,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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funcKeyword = "vertex";
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funcName = "vertexMain";
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returnType = "VertexOutput";
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}
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else if (stage == ShaderStage.Fragment)
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{
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@ -112,7 +114,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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}
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}
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return $"{funcKeyword} {Declarations.GetVarTypeName(context, function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})";
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return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})";
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}
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private static void PrintBlock(CodeGenContext context, AstBlock block, bool isMainFunction)
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