almost finish redoing metal shader compilation
This commit is contained in:
@@ -114,26 +114,26 @@ void metalDrawIndexed(gnCommandBufferHandle buffer, gnIndexType type, int indexC
|
||||
|
||||
void metalBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set) {
|
||||
id<MTLRenderCommandEncoder> encoder = (id<MTLRenderCommandEncoder>)buffer->commandBuffer->encoder;
|
||||
for (int i = 0; i < uniform->uniform->bindingCount; i++) {
|
||||
if (uniform->uniform->bindings[i].type == GN_UNIFORM_BUFFER_DESCRIPTOR) {
|
||||
gnBufferUniformInfo info = *(gnBufferUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
[encoder setVertexBuffer:info.buffer->buffer->buffer
|
||||
offset:info.offset
|
||||
atIndex:buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->vertexShaderMaps.sets[set].bindings[info.binding]
|
||||
];
|
||||
} else if (uniform->uniform->bindings[i].type == GN_SHADER_STORE_BUFFER_DESCRIPTOR) {
|
||||
gnStorageUniformInfo info = *(gnStorageUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
[encoder setVertexBuffer:info.buffer->buffer->buffer
|
||||
offset:info.offset
|
||||
atIndex:buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->vertexShaderMaps.sets[set].bindings[info.binding]
|
||||
];
|
||||
} else if (uniform->uniform->bindings[i].type == GN_IMAGE_DESCRIPTOR) {
|
||||
gnImageUniformInfo info = *(gnImageUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
uint32_t index = buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->fragmentShaderMaps.sets[set].bindings[info.binding];
|
||||
[encoder setFragmentTexture:info.texture->texture->texture atIndex:index];
|
||||
[encoder setFragmentSamplerState:info.texture->texture->sampler atIndex:index];
|
||||
}
|
||||
}
|
||||
// for (int i = 0; i < uniform->uniform->bindingCount; i++) {
|
||||
// if (uniform->uniform->bindings[i].type == GN_UNIFORM_BUFFER_DESCRIPTOR) {
|
||||
// gnBufferUniformInfo info = *(gnBufferUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
// [encoder setVertexBuffer:info.buffer->buffer->buffer
|
||||
// offset:info.offset
|
||||
// atIndex:buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->vertexShaderMaps.sets[set].bindings[info.binding]
|
||||
// ];
|
||||
// } else if (uniform->uniform->bindings[i].type == GN_SHADER_STORE_BUFFER_DESCRIPTOR) {
|
||||
// gnStorageUniformInfo info = *(gnStorageUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
// [encoder setVertexBuffer:info.buffer->buffer->buffer
|
||||
// offset:info.offset
|
||||
// atIndex:buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->vertexShaderMaps.sets[set].bindings[info.binding]
|
||||
// ];
|
||||
// } else if (uniform->uniform->bindings[i].type == GN_IMAGE_DESCRIPTOR) {
|
||||
// gnImageUniformInfo info = *(gnImageUniformInfo*)uniform->uniform->bindings[i].data;
|
||||
// uint32_t index = buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->fragmentShaderMaps.sets[set].bindings[info.binding];
|
||||
// [encoder setFragmentTexture:info.texture->texture->texture atIndex:index];
|
||||
// [encoder setFragmentSamplerState:info.texture->texture->sampler atIndex:index];
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
void metalBindVertexBytes(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data) {
|
||||
|
@@ -1,48 +1,20 @@
|
||||
#include "metal_shader_compiler.h"
|
||||
#include "spirv_msl.hpp"
|
||||
#include "iostream"
|
||||
|
||||
// spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_UNIFORM_BUFFER, &list, &count);
|
||||
// // [[buffer(0)]] is reserved for stage_in, [[buffer(1)]] is reserved for push_constant
|
||||
// uint32_t currentBufferBinding = 2, currentTextureBinding = 0;
|
||||
// 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);
|
||||
// spvc_compiler_unset_decoration(compiler, list[i].id, SpvDecorationBinding);
|
||||
// spvc_compiler_set_decoration(compiler, list[i].id, SpvDecorationBinding, currentBufferBinding);
|
||||
// module->shaderModule->map.sets[set].bindings[binding] = currentBufferBinding;
|
||||
// currentBufferBinding++;
|
||||
// }
|
||||
|
||||
// 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);
|
||||
// spvc_compiler_unset_decoration(compiler, list[i].id, SpvDecorationBinding);
|
||||
// spvc_compiler_set_decoration(compiler, list[i].id, SpvDecorationBinding, currentTextureBinding);
|
||||
// module->shaderModule->map.sets[set].bindings[binding] = currentTextureBinding;
|
||||
// currentTextureBinding++;
|
||||
// }
|
||||
|
||||
// spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_STORAGE_BUFFER, &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);
|
||||
// spvc_compiler_unset_decoration(compiler, list[i].id, SpvDecorationBinding);
|
||||
// spvc_compiler_set_decoration(compiler, list[i].id, SpvDecorationBinding, currentBufferBinding);
|
||||
// module->shaderModule->map.sets[set].bindings[binding] = currentBufferBinding;
|
||||
// currentBufferBinding++;
|
||||
// }
|
||||
|
||||
// spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_PUSH_CONSTANT, &list, &count);
|
||||
// for (int i = 0; i < count; i++) {
|
||||
// spvc_compiler_unset_decoration(compiler, list[i].id, SpvDecorationBinding);
|
||||
// spvc_compiler_set_decoration(compiler, list[i].id, SpvDecorationBinding, 1);
|
||||
// }
|
||||
void handle_resources(spirv_cross::CompilerMSL& compiler, spirv_cross::SmallVector<spirv_cross::Resource>& resources) {
|
||||
for (int i = 0; i < resources.size(); i++) {
|
||||
uint32_t set = compiler.get_decoration(resources[i].id, spv::DecorationDescriptorSet);
|
||||
compiler.unset_decoration(resources[i].id, spv::DecorationDescriptorSet);
|
||||
compiler.set_decoration(resources[i].id, spv::DecorationDescriptorSet, set + 1);
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" const char* mtlCompileShader(uint32_t* code, size_t wordCount, mtlShaderOptions* inOptions) {
|
||||
spirv_cross::CompilerMSL compiler(code, wordCount);
|
||||
|
||||
spirv_cross::CompilerMSL::Options options;
|
||||
options.enable_base_index_zero = false;
|
||||
if (inOptions->useArgumentBuffers) {
|
||||
options.set_msl_version(3);
|
||||
options.argument_buffers = true;
|
||||
@@ -59,6 +31,11 @@ extern "C" const char* mtlCompileShader(uint32_t* code, size_t wordCount, mtlSha
|
||||
return NULL;
|
||||
}
|
||||
|
||||
auto arg_buffers = compiler.get_shader_resources();
|
||||
handle_resources(compiler, arg_buffers.uniform_buffers);
|
||||
handle_resources(compiler, arg_buffers.storage_buffers);
|
||||
handle_resources(compiler, arg_buffers.sampled_images);
|
||||
|
||||
std::string returnedCode = compiler.compile();
|
||||
char* returnString = (char*)malloc(sizeof(char) * returnedCode.size());
|
||||
strcpy(returnString, returnedCode.c_str());
|
||||
|
@@ -45,6 +45,7 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
|
||||
|
||||
NSString* functionName = [NSString stringWithCString:name encoding:NSUTF8StringEncoding];
|
||||
module->shaderModule->function = [shaderLib newFunctionWithName:functionName];
|
||||
// printf("res %s\n", res);
|
||||
|
||||
[shaderLib release];
|
||||
free((void*)res);
|
||||
|
Reference in New Issue
Block a user