axmol/core/renderer/backend/metal/ShaderModuleMTL.mm

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/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "ShaderModuleMTL.h"
#include "DeviceMTL.h"
#include "yasio/ibstream.hpp"
#include "yasio/sz.hpp"
#include "glslcc/sgs-spec.h"
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NS_AX_BACKEND_BEGIN
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struct SLCReflectContext
{
sgs_chunk_refl* refl;
yasio::fast_ibstream_view* ibs;
};
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static inline std::string_view _sgs_read_name(yasio::fast_ibstream_view* ibs) {
// view bytes without copy
std::string_view name = ibs->read_bytes(sizeof(sgs_refl_input::name));
auto len = name.find_last_not_of('\0');
assert(len != std::string::npos); // name must not empty
name.remove_suffix(name.length() - len - 1);
return name;
}
ShaderModuleMTL::ShaderModuleMTL(id<MTLDevice> mtlDevice, ShaderStage stage, std::string_view source)
: ShaderModule(stage)
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{
yasio::fast_ibstream_view ibs(source.data(), source.length());
uint32_t fourccId = ibs.read<uint32_t>();
if (fourccId != SGS_CHUNK)
{
assert(false);
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return;
}
auto sgs_size = ibs.read<uint32_t>(); // always 0, doesn't matter
struct sgs_chunk chunk;
ibs.read_bytes(&chunk, static_cast<int>(sizeof(chunk)));
std::string_view mslCode;
do
{
fourccId = ibs.read<uint32_t>();
if (fourccId != SGS_CHUNK_STAG)
{
assert(false);
return; // error
}
auto stage_size = ibs.read<uint32_t>(); // stage_size
auto stage_id = ibs.read<uint32_t>(); // stage_id
ShaderStage ref_stage = (ShaderStage)-1;
if (stage_id == SGS_STAGE_VERTEX)
ref_stage = ShaderStage::VERTEX;
else if (stage_id == SGS_STAGE_FRAGMENT)
ref_stage = ShaderStage::FRAGMENT;
assert(ref_stage == stage);
int code_size = 0;
fourccId = ibs.read<uint32_t>();
if (fourccId == SGS_CHUNK_CODE)
{
code_size = ibs.read<int>();
mslCode = ibs.read_bytes(code_size);
}
else if (fourccId == SGS_CHUNK_DATA)
{
code_size = ibs.read<int>();
mslCode = ibs.read_bytes(code_size);
}
else
{
// no text or binary code chunk
assert(false);
}
size_t refl_size = 0;
if (!ibs.eof())
{ // try read reflect info
fourccId = ibs.read<uint32_t>();
if (fourccId == SGS_CHUNK_REFL)
{
/*
REFL: Reflection data for the shader stage
struct sgs_chunk_refl: reflection data header
struct sgs_refl_input[]: array of vertex-shader input attributes (see sgs_chunk_refl for number of
inputs) struct sgs_refl_uniformbuffer[]: array of uniform buffer objects (see sgs_chunk_refl for number
of uniform buffers) struct sgs_refl_texture[]: array of texture objects (see sgs_chunk_refl for number
of textures) struct sgs_refl_texture[]: array of storage image objects (see sgs_chunk_refl for number
of storage images) struct sgs_refl_buffer[]: array of storage buffer objects (see sgs_chunk_refl for
number of storage buffers)
*/
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const auto refl_size = ibs.read<uint32_t>();
const auto refl_data_offset = ibs.tell();
sgs_chunk_refl refl;
ibs.advance(sizeof(refl.name));
refl.num_inputs = ibs.read<uint32_t>();
refl.num_textures = ibs.read<uint32_t>();
refl.num_uniform_buffers = ibs.read<uint32_t>();
refl.num_storage_images = ibs.read<uint32_t>();
refl.num_storage_buffers = ibs.read<uint32_t>();
// skip infos we don't need
ibs.advance(sizeof(sgs_chunk_refl) - offsetof(sgs_chunk_refl, flatten_ubos));
SLCReflectContext context{&refl, &ibs};
// refl_inputs
parseAttibute(&context);
// refl_uniformbuffers
parseUniform(&context);
// refl_textures
parseTexture(&context);
// refl_storage_images: ignore
ibs.advance(refl.num_storage_images * sizeof(sgs_refl_texture));
// refl_storage_buffers: ignore
ibs.advance(refl.num_storage_buffers * sizeof(sgs_refl_buffer));
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assert(ibs.tell() - refl_data_offset == refl_size);
}
else
{
assert(false);
return;
}
}
assert(ibs.eof());
} while (false); // iterator stages, current only 1 stage
auto metalShader = mslCode.data();
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NSString* shader = [NSString stringWithUTF8String:metalShader];
NSError* error;
id<MTLLibrary> library = [mtlDevice newLibraryWithSource:shader options:nil error:&error];
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if (!library)
{
NSLog(@"Can not compile metal shader: %@", error);
NSLog(@"%s", metalShader);
assert(false);
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return;
}
_mtlFunction = [library newFunctionWithName:@"main0"];
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if (!_mtlFunction)
{
NSLog(@"metal shader is ---------------");
NSLog(@"%s", metalShader);
// NSLog(@"%s", glslopt_get_log(glslShader));
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assert(false);
}
setBuiltinLocations();
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[library release];
}
ShaderModuleMTL::~ShaderModuleMTL()
{
[_mtlFunction release];
}
void ShaderModuleMTL::parseAttibute(SLCReflectContext* context)
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{
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auto ibs = context->ibs;
for (int i = 0; i < context->refl->num_inputs; ++i)
{
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std::string_view name = _sgs_read_name(ibs);
auto loc = ibs->read<int32_t>();
ibs->advance(sizeof(sgs_refl_input) - offsetof(sgs_refl_input, semantic));
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AttributeBindInfo attributeInfo;
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attributeInfo.attributeName = name;
attributeInfo.location = loc;
_attributeInfo[attributeInfo.attributeName] = attributeInfo;
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}
}
void ShaderModuleMTL::parseUniform(SLCReflectContext* context)
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{
_uniformBufferSize = 0;
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auto ibs = context->ibs;
for (int i = 0; i < context->refl->num_uniform_buffers; ++i)
{
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ibs->advance(sizeof(sgs_refl_ub::name));
auto ub_binding = ibs->read<int32_t>();
auto ub_size_bytes = ibs->read<uint32_t>();
ibs->advance(sizeof(sgs_refl_ub::array_size));
auto ub_num_members = ibs->read<uint16_t>();
for (int k = 0; k < ub_num_members; ++k)
{
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UniformInfo uniform;
auto name = _sgs_read_name(ibs);
auto offset = ibs->read<int32_t>();
auto format = ibs->read<uint32_t>();
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auto size_bytes = ibs->read<uint32_t>();
auto array_size = ibs->read<uint16_t>();
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uniform.count = array_size;
uniform.location = ub_binding;
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uniform.size = size_bytes;
uniform.bufferOffset = offset;
uniform.type = format;
_activeUniformInfos[name] = uniform;
if (_maxLocation < i)
_maxLocation = (i + 1);
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}
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_uniformBufferSize = ub_size_bytes;
// current: only support 1 uniform block for metal
break;
}
}
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void ShaderModuleMTL::parseTexture(SLCReflectContext* context)
{
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auto ibs = context->ibs;
for (int i = 0; i < context->refl->num_textures; ++i)
{
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std::string_view name = _sgs_read_name(ibs);
auto binding = ibs->read<int32_t>();
ibs->advance(sizeof(sgs_refl_texture) - offsetof(sgs_refl_texture, image_dim));
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UniformInfo uniform;
uniform.location = binding;
uniform.bufferOffset = -1;
_activeUniformInfos[name] = uniform;
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}
}
UniformLocation ShaderModuleMTL::getUniformLocation(Uniform name) const
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{
return _uniformLocation[name];
}
UniformLocation ShaderModuleMTL::getUniformLocation(std::string_view name) const
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{
auto iter = _activeUniformInfos.find(name);
if (iter != _activeUniformInfos.end())
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{
return UniformLocation{static_cast<int>(iter->second.location),
static_cast<int>(iter->second.bufferOffset), _stage};
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}
return UniformLocation{};
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}
void ShaderModuleMTL::setBuiltinLocations()
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{
/*--- Builtin Attribs ---*/
/// a_position
_attributeLocation[Attribute::POSITION] = getAttributeLocation(ATTRIBUTE_NAME_POSITION);
/// a_color
_attributeLocation[Attribute::COLOR] = getAttributeLocation(ATTRIBUTE_NAME_COLOR);
/// a_texCoord
_attributeLocation[Attribute::TEXCOORD] = getAttributeLocation(ATTRIBUTE_NAME_TEXCOORD);
// a_normal
_attributeLocation[Attribute::NORMAL] = getAttributeLocation(ATTRIBUTE_NAME_NORMAL);
/*--- Builtin Uniforms ---*/
/// u_MVPMatrix
_uniformLocation[Uniform::MVP_MATRIX] = getUniformLocation(UNIFORM_NAME_MVP_MATRIX);
/// u_tex0
_uniformLocation[Uniform::TEXTURE] = getUniformLocation(UNIFORM_NAME_TEXTURE);
/// u_tex1
_uniformLocation[Uniform::TEXTURE1] = getUniformLocation(UNIFORM_NAME_TEXTURE1);
/// u_textColor
_uniformLocation[Uniform::TEXT_COLOR] = getUniformLocation(UNIFORM_NAME_TEXT_COLOR);
/// u_effectColor
_uniformLocation[Uniform::EFFECT_COLOR] = getUniformLocation(UNIFORM_NAME_EFFECT_COLOR);
/// u_effectType
_uniformLocation[Uniform::EFFECT_TYPE] = getUniformLocation(UNIFORM_NAME_EFFECT_TYPE);
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}
int ShaderModuleMTL::getAttributeLocation(Attribute name) const
{
return _attributeLocation[name];
}
int ShaderModuleMTL::getAttributeLocation(std::string_view name)
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{
auto iter = _attributeInfo.find(name);
if (iter != _attributeInfo.end())
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return _attributeInfo[name].location;
else
return -1;
}
NS_AX_BACKEND_END