remap bindings

This commit is contained in:
Greg Wells
2025-07-01 12:06:30 -04:00
parent 76e80081fb
commit 7c5c333fa2
6 changed files with 61 additions and 27 deletions

View File

@@ -1,10 +1,23 @@
#pragma once
#include "shader_module/gryphn_shader_module.h"
#include "utils/lists/gryphn_array_list.h"
#import <Metal/Metal.h>
typedef struct metalBindingMap {
uint32_t set;
uint32_t binding;
uint32_t metalBindingIndex;
} metalBindingMap;
GN_ARRAY_LIST(metalBindingMap);
typedef struct metalBindingMaps {
metalBindingMapArrayList textureMaps;
} metalBindingMaps;
typedef struct gnPlatformShaderModule_t {
id<MTLFunction> function;
uint32_t pushConstantIndex;
metalBindingMaps maps;
} gnPlatformShaderModule;
gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnShaderModuleInfo shaderModuleInfo);

View File

@@ -12,6 +12,29 @@ void mtlSpirVErrorCallback(void *userdata, const char *error) {
});
}
metalBindingMapArrayList loadTextureBindingInformation(spvc_resources resources, spvc_compiler compiler) {
metalBindingMapArrayList bindings = metalBindingMapArrayListCreate();
const spvc_reflected_resource *list = NULL;
size_t count;
spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_SAMPLED_IMAGE, &list, &count);
for (int i = 0; i < count; i++) {
uint32_t set = spvc_compiler_get_decoration(compiler, list[i].id, SpvDecorationDescriptorSet),
binding = spvc_compiler_get_decoration(compiler, list[i].id, SpvDecorationBinding);
metalBindingMap map = {
.set = set, .binding = binding,
.metalBindingIndex = i
};
metalBindingMapArrayListAdd(&bindings, map);
}
return bindings;
}
gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnShaderModuleInfo shaderModuleInfo) {
module->shaderModule = malloc(sizeof(struct gnPlatformShaderModule_t));
@@ -47,6 +70,8 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
// TODO: get the buffer index
}
module->shaderModule->maps.textureMaps = loadTextureBindingInformation(resources, compiler);
spvc_compiler_create_compiler_options(compiler, &options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_MSL_VERSION, 200);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_MSL_ENABLE_DECORATION_BINDING, true);
@@ -60,8 +85,6 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
if (res != SPVC_SUCCESS)
return GN_FAILED_TO_CONVERT_SHADER_CODE;
printf("Shader Module code: %s\n", result);
NSError* error = nil;
MTLCompileOptions* mtloptions = nil;
NSString* sourceCode = [NSString stringWithCString:result encoding:NSUTF8StringEncoding];