metal: work towards shader uniform implementation.

Misc cleanup.
This commit is contained in:
Alex Szpakowski
2020-10-24 00:33:02 -03:00
parent 5b4de2308d
commit 4b9c648c8b
10 changed files with 262 additions and 151 deletions
+114 -20
View File
@@ -131,6 +131,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
, builtinUniformInfo()
, localUniformBufferData(nullptr)
, localUniformBufferSize(0)
, builtinUniformDataOffset(0)
{ @autoreleasepool {
using namespace glslang;
using namespace spirv_cross;
@@ -166,11 +167,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
opt.validate = true;
std::vector<unsigned int> spirv;
{
// timer::ScopedTimer("shader stage");
GlslangToSpv(*intermediate, spirv, &logger, &opt);
}
GlslangToSpv(*intermediate, spirv, &logger, &opt);
std::string msgs = logger.getAllMessages();
// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
@@ -203,28 +200,99 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
{
if (it->second.ints[0] != binding)
throw love::Exception("texture binding mismatch for %s: %d vs %d", resource.name.c_str(), it->second.ints[0], binding);
continue;
}
else
{
UniformInfo u = {};
u.baseType = UNIFORM_SAMPLER;
u.name = resource.name;
u.location = 0;
u.textures = new love::graphics::Texture*[1];
u.textures[0] = nullptr;
u.data = malloc(sizeof(int) * 1);
u.ints[0] = binding;
// printf("binding for %s: %d\n", u.name.c_str(), binding);
uniforms[u.name] = u;
}
UniformInfo u = {};
u.baseType = UNIFORM_SAMPLER;
u.name = resource.name;
u.location = 0;
u.textures = new love::graphics::Texture*[1];
u.textures[0] = nullptr;
u.data = malloc(sizeof(int) * 1);
u.ints[0] = binding;
// printf("binding for %s: %d\n", u.name.c_str(), binding);
uniforms[u.name] = u;
}
for (const auto &resource : resources.uniform_buffers)
{
auto it = uniforms.find(resource.name);
if (it != uniforms.end())
{
continue;
}
if (resource.name == "love_UniformsPerDrawBuffer")
{
msl.set_decoration(resource.id, spv::DecorationBinding, 0);
const SPIRType &type = msl.get_type(resource.base_type_id);
const auto &membertypes = type.member_types;
size_t size = msl.get_declared_struct_size(type);
if (localUniformBufferSize != 0)
{
if (localUniformBufferSize != size)
throw love::Exception("Local uniform buffer size mismatch");
continue;
}
localUniformBufferData = new uint8[size];
localUniformBufferSize = size;
memset(localUniformBufferData, 0, size);
for (size_t uindex = 0; uindex < membertypes.size(); uindex++)
{
const auto &membertype = msl.get_type(membertypes[uindex]);
size_t membersize = msl.get_declared_struct_member_size(type, uindex);
size_t offset = msl.type_struct_member_offset(type, uindex);
UniformInfo u = {};
u.name = msl.get_name(membertypes[uindex]);
u.dataSize = membersize;
u.count = std::max<size_t>(1, membertype.array.size());
BuiltinUniform builtin = BUILTIN_MAX_ENUM;
if (getConstant(u.name.c_str(), builtin))
{
if (builtin == BUILTIN_UNIFORMS_PER_DRAW)
builtinUniformDataOffset = offset;
}
switch (membertype.basetype)
{
case SPIRType::Int:
case SPIRType::UInt:
case SPIRType::Float:
u.data = localUniformBufferData + offset;
if (membertype.columns == 1)
{
if (membertype.basetype == SPIRType::Int)
u.baseType = UNIFORM_INT;
else if (membertype.basetype == SPIRType::UInt)
u.baseType = UNIFORM_UINT;
else
u.baseType = UNIFORM_FLOAT;
u.components = membertype.vecsize;
}
else
{
u.baseType = UNIFORM_MATRIX;
u.matrix.rows = membertype.vecsize;
u.matrix.columns = membertype.columns;
}
break;
case SPIRType::Struct:
// TODO
break;
default:
break;
}
}
}
}
@@ -247,10 +315,14 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
}
}
printf("ubos: %d, storage: %d, inputs: %d, outputs: %d, images: %d, samplers: %d, push: %d\n", resources.uniform_buffers.size(), resources.storage_buffers.size(), resources.stage_inputs.size(), resources.stage_outputs.size(), resources.storage_images.size(), resources.sampled_images.size(), resources.push_constant_buffers.size());
printf("// ubos: %ld, storage: %ld, inputs: %ld, outputs: %ld, images: %ld, samplers: %ld, push: %ld\n", resources.uniform_buffers.size(), resources.storage_buffers.size(), resources.stage_inputs.size(), resources.stage_outputs.size(), resources.storage_images.size(), resources.sampled_images.size(), resources.push_constant_buffers.size());
CompilerMSL::Options options;
options.set_msl_version(2, 1);
options.texture_buffer_native = true;
#ifdef LOVE_IOS
options.platform = CompilerMSL::Options::iOS;
#else
@@ -260,7 +332,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
msl.set_msl_options(options);
std::string source = msl.compile();
// printf("MSL SOURCE for stage %d:\n\n%s\n\n", i, source.c_str());
// printf("// MSL SOURCE for stage %d:\n\n%s\n\n", i, source.c_str());
NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
length:source.length()
@@ -280,6 +352,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
{
spv::StorageClass storage = msl.get_storage_class(var);
const std::string &name = msl.get_name(var);
printf("var: %s\n", name.c_str());
if (i == ShaderStage::STAGE_VERTEX && storage == spv::StorageClassInput)
attributes[name] = msl.get_decoration(var, spv::DecorationLocation);
@@ -338,6 +411,27 @@ const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
return builtinUniformInfo[(int)builtin];
}
void Shader::updateUniform(const UniformInfo * /*info*/, int /*count*/)
{
// Nothing needed here, All uniform data will be memcpy'd to the main
// uniform buffer before drawing.
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
{
// TODO
}
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
{
// TODO
}
bool Shader::hasUniform(const std::string &name) const
{
return uniforms.find(name) != uniforms.end();
}
id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineKey &key)
{
auto it = cachedRenderPipelines.find(key);