Fix IoMap variable names

Output struct

Lazy Vertex IO

Output fixes

Fix output struct definition

MSL Binding Model description

Might need tweaks/adjustments

Cleanup

Typo + Format
This commit is contained in:
Isaac Marovitz 2023-10-09 11:33:28 -04:00 committed by Isaac Marovitz
parent d5758cb310
commit 98e2ab5a49
4 changed files with 90 additions and 21 deletions

View file

@ -3,14 +3,41 @@ using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Linq;
using System.Numerics;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
static class Declarations
{
/*
* Description of MSL Binding Strategy
*
* There are a few fundamental differences between how GLSL and MSL handle I/O.
* This comment will set out to describe the reasons why things are done certain ways
* and to describe the overall binding model that we're striving for here.
*
* Main I/O Structs
*
* Each stage will have a main input and output struct labeled as [Stage][In/Out], i.e VertexIn.
* Every attribute within these structs will be labeled with an [[attribute(n)]] property,
* and the overall struct will be labeled with [[stage_in]] for input structs, and defined as the
* output type of the main shader function for the output struct. This struct also contains special
* attribute-based properties like [[position]], therefore these are not confined to 'user-defined' variables.
*
* Samplers & Textures
*
* Metal does not have a combined image sampler like sampler2D in GLSL, as a result we need to bind
* an individual texture and a sampler object for each instance of a combined image sampler.
* Therefore, the binding indices of straight up textures (i.e. without a sampler) must start
* after the last sampler/texture pair (n + Number of Pairs).
*
* Uniforms
*
* MSL does not have a concept of uniforms comparable to that of GLSL. As a result, instead of
* being declared outside of any function body, uniforms are part of the function signature in MSL.
* This applies to anything bound to the shader not included in the main I/O structs.
*/
public static void Declare(CodeGenContext context, StructuredProgramInfo info)
{
context.AppendLine("#include <metal_stdlib>");
@ -25,6 +52,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
context.AppendLine();
DeclareOutputAttributes(context, info.IoDefinitions.Where(x => x.StorageKind == StorageKind.Output));
}
static bool IsUserDefined(IoDefinition ioDefinition, StorageKind storageKind)
@ -32,8 +61,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
return ioDefinition.StorageKind == storageKind && ioDefinition.IoVariable == IoVariable.UserDefined;
}
public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
public static void DeclareLocals(CodeGenContext context, StructuredFunction function, ShaderStage stage)
{
if (stage == ShaderStage.Vertex)
{
context.AppendLine("VertexOutput out;");
}
foreach (AstOperand decl in function.Locals)
{
string name = context.OperandManager.DeclareLocal(decl);
@ -107,5 +141,48 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
}
}
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
{
if (context.Definitions.IaIndexing)
{
// Not handled
}
else
{
if (inputs.Any())
{
string prefix = "";
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
prefix = "Vertex";
break;
case ShaderStage.Fragment:
prefix = "Fragment";
break;
case ShaderStage.Compute:
prefix = "Compute";
break;
}
context.AppendLine($"struct {prefix}Output");
context.EnterScope();
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
{
string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true));
string name = $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}";
name = ioDefinition.IoVariable == IoVariable.Position ? "position" : name;
string suffix = ioDefinition.IoVariable == IoVariable.Position ? " [[position]]" : "";
context.AppendLine($"{type} {name}{suffix};");
}
context.LeaveScope(";");
}
}
}
}
}