compiling metal shader modules

This commit is contained in:
Greg Wells
2025-05-28 07:11:30 -04:00
parent 13f2d14cad
commit 102da0f902
7 changed files with 178 additions and 68 deletions

View File

@@ -14,78 +14,78 @@ gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* in
outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
}
{
// {
// NSError* error = nil;
// MTLCompileOptions* options = nil;
// NSString *shaderSource = @"#include <metal_stdlib>\
// using namespace metal;\
// struct VertexOut {\
// float4 position [[position]];\
// float2 uv;\
// };\
// vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
// float2 positions[4] = {\
// {-1.0, -1.0},\
// { 1.0, -1.0},\
// {-1.0, 1.0},\
// { 1.0, 1.0}\
// };\
// float2 uvs[4] = {\
// {0.0, 1.0},\
// {1.0, 1.0},\
// {0.0, 0.0},\
// {1.0, 0.0}\
// };\
// VertexOut out;\
// out.position = float4(positions[vertexID], 0.0, 1.0);\
// out.uv = uvs[vertexID];\
// return out;\
// }\
// fragment float4 fs_main(VertexOut in [[stage_in]],\
// texture2d<float> colorTex [[texture(0)]],\
// sampler samp [[sampler(0)]]) {\
// return colorTex.sample(samp, in.uv);\
// }\
// ";
// id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
NSError* error = nil;
MTLCompileOptions* options = nil;
NSString *shaderSource = @"#include <metal_stdlib>\
using namespace metal;\
struct VertexOut {\
float4 position [[position]];\
float2 uv;\
};\
vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
float2 positions[4] = {\
{-1.0, -1.0},\
{ 1.0, -1.0},\
{-1.0, 1.0},\
{ 1.0, 1.0}\
};\
float2 uvs[4] = {\
{0.0, 1.0},\
{1.0, 1.0},\
{0.0, 0.0},\
{1.0, 0.0}\
};\
VertexOut out;\
out.position = float4(positions[vertexID], 0.0, 1.0);\
out.uv = uvs[vertexID];\
return out;\
}\
fragment float4 fs_main(VertexOut in [[stage_in]],\
texture2d<float> colorTex [[texture(0)]],\
sampler samp [[sampler(0)]]) {\
return colorTex.sample(samp, in.uv);\
}\
";
id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
if (!library) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to compile framebuffer shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
// id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
// if (!library) {
// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
// .message = gnCreateString("Failed to compile framebuffer shader")
// });
// return GN_FAILED_TO_CREATE_DEVICE;
// }
// // id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
// id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
// id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
if (vs == nil) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to load frambuffer vertex shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
// if (vs == nil) {
// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
// .message = gnCreateString("Failed to compile frambuffer vertex shader")
// });
// return GN_FAILED_TO_CREATE_DEVICE;
// }
if (fs == nil) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to load frambuffer fragment shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
// if (fs == nil) {
// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
// .message = gnCreateString("Failed to compile frambuffer fragment shader")
// });
// return GN_FAILED_TO_CREATE_DEVICE;
// }
MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
pipelineDesc.vertexFunction = vs;
pipelineDesc.fragmentFunction = fs;
pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
// MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
// pipelineDesc.vertexFunction = vs;
// pipelineDesc.fragmentFunction = fs;
// pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
if (!outputDevice->outputDevice->framebuffer) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to create frambuffer render pipeline")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
}
// outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
// if (!outputDevice->outputDevice->framebuffer) {
// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
// .message = gnCreateString("Failed to create frambuffer render pipeline")
// });
// return GN_FAILED_TO_CREATE_DEVICE;
// }
// }
return GN_SUCCESS;
}

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@@ -23,6 +23,7 @@ gnPhysicalDevice* gnGetPhysicalDevicesFn(gnInstance* instance, uint32_t* deviceC
devicesList[i].properties.deviceType = GN_EXTERNAL_DEVICE;
// below I am going to fake that there is one queue that can support graphics, compute, and transfer queues
devicesList[i].queueProperties.queueCount = 1;
devicesList[i].queueProperties.queueProperties = malloc(sizeof(gnQueueProperties));
devicesList[i].queueProperties.queueProperties[0] = (gnQueueProperties){
.queueCount = 1,

View File

@@ -40,3 +40,10 @@ gnReturnCode gnCreatePresentationQueueFn(gnPresentationQueue* presentationQueue,
return GN_SUCCESS;
}
void gnDestroyPresentationQueueFn(gnPresentationQueue *presentationQueue) {
for (int i = 0; i < presentationQueue->imageCount; i++) {
[presentationQueue->presentationQueue->textures[i] release];
}
free(presentationQueue->presentationQueue);
}

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@@ -0,0 +1,7 @@
#pragma once
#include "core/shader_module/gryphn_shader_module.h"
#import <Metal/Metal.h>
typedef struct gnPlatformShaderModule_t {
id<MTLFunction> function;
} gnPlatformShaderModule;

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@@ -0,0 +1,87 @@
#include "metal_shader_module.h"
#include "spirv_cross_c.h"
#include "core/debugger/gryphn_debugger.h"
#include "core/devices/metal_output_devices.h"
#import <Foundation/Foundation.h>
#import <Metal/Metal.h>
void mtlSpirVErrorCallback(void *userdata, const char *error) {
struct gnDebugger_t* debugger = (struct gnDebugger_t*)userdata;
gnDebuggerSetErrorMessage(debugger, (gnMessageData){
.message = gnCreateString(error)
});
}
gnReturnCode gnCreateShaderModuleFn(struct gnShaderModule_t *module, struct gnOutputDevice_t *device, struct gnShaderModuleInfo_t shaderModuleInfo) {
module->shaderModule = malloc(sizeof(struct gnPlatformShaderModule_t));
spvc_context context = NULL;
spvc_parsed_ir ir = NULL;
spvc_compiler compiler = NULL;
const char *result = NULL;
spvc_resources resources = NULL;
const spvc_reflected_resource *list = NULL;
spvc_compiler_options options = NULL;
size_t count;
spvc_context_create(&context);
spvc_context_set_error_callback(context, mtlSpirVErrorCallback, module->device->instance->debugger);
spvc_context_parse_spirv(context, shaderModuleInfo.code, shaderModuleInfo.size / 4, &ir);
spvc_context_create_compiler(context, SPVC_BACKEND_MSL, ir, SPVC_CAPTURE_MODE_COPY, &compiler);
spvc_compiler_create_compiler_options(compiler, &options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_MSL_VERSION, 200);
spvc_compiler_install_compiler_options(compiler, options);
SpvExecutionModel executionModel = SpvExecutionModelVertex;
if (shaderModuleInfo.stage == GN_FRAGMENT_SHADER_MODULE) executionModel = SpvExecutionModelFragment;
spvc_compiler_set_entry_point(compiler, shaderModuleInfo.entryPoint.value, executionModel);
spvc_result res = spvc_compiler_compile(compiler, &result);
if (res != SPVC_SUCCESS)
return GN_FAILED_TO_CONVERT_SHADER_CODE;
// this is where to use result
NSError* error = nil;
MTLCompileOptions* mtloptions = nil;
NSString* sourceCode = [NSString stringWithCString:result encoding:NSUTF8StringEncoding];
id<MTLLibrary> shaderLib = [device->outputDevice->device newLibraryWithSource:sourceCode options:mtloptions error:&error];
if (!shaderLib) {
const char* errorString = error.localizedDescription.UTF8String;
gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
.message = gnCombineStrings(gnCreateString("Failed to compile metal library "), errorString)
});
return GN_FAILED_TO_CREATE_SHADER_MODULE;
}
const char* name = shaderModuleInfo.entryPoint.value;
if (strcmp(name, "main") == 0) {
name = "main0";
}
gnBool foundFunction = false;
for (int i = 0; i < shaderLib.functionNames.count; i++) {
if (strcmp([shaderLib.functionNames objectAtIndex:0].UTF8String, name) == 0) {
foundFunction = true;
}
}
if (!foundFunction) {
gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
.message = gnCombineStrings(gnCreateString("Failed to find specified entry point "), name)
});
return GN_FAILED_TO_FIND_ENTRY_POINT;
}
NSString* functionName = [NSString stringWithCString:name encoding:NSUTF8StringEncoding];
module->shaderModule->function = [shaderLib newFunctionWithName:functionName];
[shaderLib release];
spvc_context_destroy(context);
return GN_SUCCESS;
}
void gnDestroyShaderModuleFn(struct gnShaderModule_t* module) {
}

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@@ -23,6 +23,10 @@ gnReturnCode gnCreateMacOSWindowSurfaceFn(struct gnWindowSurface_t* windowSurfac
return GN_SUCCESS;
}
void gnDestroyWindowSurfaceFn(struct gnWindowSurface_t *windowSurface) {
free(windowSurface->windowSurface);
}
struct gnSurfaceDetails_t gnGetSurfaceDetailsFn(
// struct gnWindowSurface_t* windowSurface,
// struct gnPhysicalDevice_t device,

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@@ -17,7 +17,9 @@ typedef enum gnReturnCode_t {
GN_FAILED_TO_CREATE_PRESENTATION_QUEUE,
GN_UNSUPPORTED_IMAGE_COUNT,
GN_FAILED_TO_CREATE_IMAGE_VIEW,
GN_FAILED_TO_CREATE_SHADER_MODULE
GN_FAILED_TO_CREATE_SHADER_MODULE,
GN_FAILED_TO_CONVERT_SHADER_CODE,
GN_FAILED_TO_FIND_ENTRY_POINT
// GN_UNKNOWN_FRAMEBUFFER_ATTACHMENT,
// GN_UNKNOWN_FUNCTION,
@@ -48,5 +50,7 @@ static const char* gnErrorCodeToCString(enum gnReturnCode_t returnCode) {
case GN_UNSUPPORTED_IMAGE_COUNT: return "GN_UNSUPPORTED_IMAGE_COUNT";
case GN_FAILED_TO_CREATE_IMAGE_VIEW: return "GN_FAILED_TO_CREATE_IMAGE_VIEW";
case GN_FAILED_TO_CREATE_SHADER_MODULE: return "GN_FAILED_TO_CREATE_SHADER_MODULE";
case GN_FAILED_TO_CONVERT_SHADER_CODE: return "GN_FAILED_TO_CONVERT_SHADER_CODE";
case GN_FAILED_TO_FIND_ENTRY_POINT: return "GN_FAILED_TO_FIND_ENTRY_POINT";
}
}