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The bones of what will become a Metal backend.
This isn't anywhere close to usable (not even a blank screen will work), let alone complete. It's about 20% done.
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/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Shader.h"
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#include "Graphics.h"
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// glslang
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#include "libraries/glslang/glslang/Public/ShaderLang.h"
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#include "libraries/glslang/SPIRV/GlslangToSpv.h"
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#include "libraries/spirv_cross/spirv_msl.hpp"
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namespace love
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{
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namespace graphics
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{
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namespace metal
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{
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Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
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: love::graphics::Shader(vertex, pixel)
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{ @autoreleasepool {
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auto gfx = Graphics::getInstance();
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using namespace glslang;
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using namespace spirv_cross;
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// TODO: can this be done in ShaderStage (no linking)?
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glslang::TProgram program;
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if (vertex != nullptr)
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program.addShader((TShader *) vertex->getHandle());
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if (pixel != nullptr)
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program.addShader((TShader *) pixel->getHandle());
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if (!program.link(EShMsgDefault))
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{
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//err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
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}
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for (int i = 0; i < EShLangCount; i++)
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{
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auto intermediate = program.getIntermediate((EShLanguage)i);
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if (intermediate == nullptr)
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continue;
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spv::SpvBuildLogger logger;
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glslang::SpvOptions opt;
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opt.validate = true;
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std::vector<unsigned int> spirv;
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{
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// timer::ScopedTimer("shader stage");
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GlslangToSpv(*intermediate, spirv, &logger, &opt);
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}
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std::string msgs = logger.getAllMessages();
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// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
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// Compile to GLSL, ready to give to GL driver.
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try
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{
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// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
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CompilerMSL msl(std::move(spirv));
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CompilerMSL::Options options;
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#ifdef LOVE_IOS
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options.platform = CompilerMSL::Options::iOS;
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#else
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options.platform = CompilerMSL::Options::macOS;
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#endif
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msl.set_msl_options(options);
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std::string source = msl.compile();
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// printf("MSL SOURCE:\n\n%s\n\n", source.c_str());
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NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
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length:source.length()
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encoding:NSUTF8StringEncoding];
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NSError *err = nil;
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id<MTLLibrary> library = [gfx->device newLibraryWithSource:nssource options:nil error:&err];
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}
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catch (std::exception &e)
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{
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printf("Error parsing SPIR-V shader source: %s\n", e.what());
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}
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}
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}}
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Shader::~Shader()
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{ @autoreleasepool {
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}}
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} // metal
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} // graphics
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} // love
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