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.
This commit is contained in:
Alex Szpakowski
2020-01-26 15:46:33 -04:00
parent 23bc1a7aae
commit 74cf9b8236
58 changed files with 56720 additions and 15 deletions
+122
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/**
* Copyright (c) 2006-2020 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Shader.h"
#include "Graphics.h"
// glslang
#include "libraries/glslang/glslang/Public/ShaderLang.h"
#include "libraries/glslang/SPIRV/GlslangToSpv.h"
#include "libraries/spirv_cross/spirv_msl.hpp"
namespace love
{
namespace graphics
{
namespace metal
{
Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
: love::graphics::Shader(vertex, pixel)
{ @autoreleasepool {
auto gfx = Graphics::getInstance();
using namespace glslang;
using namespace spirv_cross;
// TODO: can this be done in ShaderStage (no linking)?
glslang::TProgram program;
if (vertex != nullptr)
program.addShader((TShader *) vertex->getHandle());
if (pixel != nullptr)
program.addShader((TShader *) pixel->getHandle());
if (!program.link(EShMsgDefault))
{
//err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
}
for (int i = 0; i < EShLangCount; i++)
{
auto intermediate = program.getIntermediate((EShLanguage)i);
if (intermediate == nullptr)
continue;
spv::SpvBuildLogger logger;
glslang::SpvOptions opt;
opt.validate = true;
std::vector<unsigned int> spirv;
{
// timer::ScopedTimer("shader stage");
GlslangToSpv(*intermediate, spirv, &logger, &opt);
}
std::string msgs = logger.getAllMessages();
// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
// Compile to GLSL, ready to give to GL driver.
try
{
// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
CompilerMSL msl(std::move(spirv));
CompilerMSL::Options options;
#ifdef LOVE_IOS
options.platform = CompilerMSL::Options::iOS;
#else
options.platform = CompilerMSL::Options::macOS;
#endif
msl.set_msl_options(options);
std::string source = msl.compile();
// printf("MSL SOURCE:\n\n%s\n\n", source.c_str());
NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
length:source.length()
encoding:NSUTF8StringEncoding];
NSError *err = nil;
id<MTLLibrary> library = [gfx->device newLibraryWithSource:nssource options:nil error:&err];
}
catch (std::exception &e)
{
printf("Error parsing SPIR-V shader source: %s\n", e.what());
}
}
}}
Shader::~Shader()
{ @autoreleasepool {
}}
} // metal
} // graphics
} // love