finish redoing metal shader workflow

This commit is contained in:
Gregory Wells
2025-07-21 13:27:40 -04:00
parent 46d1c2e802
commit 1f85aa30bd
11 changed files with 242 additions and 228 deletions

View File

@@ -6,7 +6,6 @@
typedef struct gnPlatformGraphicsPipeline_t {
id<MTLRenderPipelineState> graphicsPipeline;
id<MTLDepthStencilState> depthState;
mtlShaderMap vertexShaderMaps, fragmentShaderMaps;
} gnPlatformGraphicsPipeline;
gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gnOutputDevice device, gnGraphicsPipelineInfo info);

View File

@@ -71,15 +71,40 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
}
for (int i = 0; i < info.shaderModuleCount; i++) {
if (info.shaderModules[i]->info.stage == GN_VERTEX_SHADER_MODULE) {
[descriptor setVertexFunction:info.shaderModules[i]->shaderModule->function];
graphicsPipeline->graphicsPipeline->vertexShaderMaps = info.shaderModules[i]->shaderModule->shaderMap;
} else if (info.shaderModules[i]->info.stage == GN_FRAGMENT_SHADER_MODULE) {
[descriptor setFragmentFunction:info.shaderModules[i]->shaderModule->function];
graphicsPipeline->graphicsPipeline->fragmentShaderMaps = info.shaderModules[i]->shaderModule->shaderMap;
} else {
return GN_UNSUPPORTED_SHADER_MODULE;
const char* shaderCode = mtlCompilerShader(info.shaderModules[i]->shaderModule->compiler, &info.uniformLayout);
printf("shader code: %s\n", shaderCode);
NSError* error = nil;
MTLCompileOptions* mtloptions = nil;
NSString* sourceCode = [NSString stringWithCString:shaderCode 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)
});
[shaderLib release];
free((void*)shaderCode);
return GN_FAILED_TO_CREATE_SHADER_MODULE;
}
const char* name = info.shaderModules[i]->info.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;
break;
}
}
if (!foundFunction) return GN_FAILED_TO_FIND_ENTRY_POINT;
NSString* functionName = [NSString stringWithCString:name encoding:NSUTF8StringEncoding];
id<MTLFunction> function = [shaderLib newFunctionWithName:functionName];
if (info.shaderModules[i]->info.stage == GN_VERTEX_SHADER_MODULE) [descriptor setVertexFunction:function];
if (info.shaderModules[i]->info.stage == GN_FRAGMENT_SHADER_MODULE) [descriptor setFragmentFunction:function];
}
MTLVertexDescriptor* vertexDescriptor = [[MTLVertexDescriptor alloc] init];