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First special instruction

Start Load/Store implementation

Start TextureSample

Sample progress

I/O Load/Store Progress

Rest of load/store

TODO: Currently, the generator still assumes the GLSL style of I/O attributres. On MSL, the vertex function should output a struct which contains a float4 with the required position attribute.

TextureSize and VectorExtract

Fix UserDefined IO Vars

Fix stage input struct names
This commit is contained in:
Isaac Marovitz 2023-08-15 14:17:00 +01:00 committed by Isaac Marovitz
parent 5198fcb881
commit a1b314acd2
10 changed files with 507 additions and 43 deletions

View file

@ -3,6 +3,7 @@ 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;
@ -23,7 +24,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
// DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
DeclareInputAttributes(context, info.IoDefinitions.Where(x => IsUserDefined(x, StorageKind.Input)));
}
static bool IsUserDefined(IoDefinition ioDefinition, StorageKind storageKind)
@ -66,28 +67,45 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
};
}
// TODO: Redo for new Shader IR rep
// private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
// {
// if (context.AttributeUsage.UsedInputAttributes != 0)
// {
// context.AppendLine("struct VertexIn");
// context.EnterScope();
//
// int usedAttributes = context.AttributeUsage.UsedInputAttributes | context.AttributeUsage.PassthroughAttributes;
// while (usedAttributes != 0)
// {
// int index = BitOperations.TrailingZeroCount(usedAttributes);
//
// string name = $"{DefaultNames.IAttributePrefix}{index}";
// var type = context.AttributeUsage.get .QueryAttributeType(index).ToVec4Type(TargetLanguage.Msl);
// context.AppendLine($"{type} {name} [[attribute({index})]];");
//
// usedAttributes &= ~(1 << index);
// }
//
// context.LeaveScope(";");
// }
// }
private static void DeclareInputAttributes(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}In");
context.EnterScope();
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
{
string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}";
context.AppendLine($"{type} {name} [[attribute({ioDefinition.Location})]];");
}
context.LeaveScope(";");
}
}
}
}
}