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