/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. https://axmolengine.github.io/ 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. ****************************************************************************/ #include "ShaderModuleMTL.h" #include "DeviceMTL.h" #include "glsl_optimizer.h" NS_AX_BACKEND_BEGIN ShaderModuleMTL::ShaderModuleMTL(id mtlDevice, ShaderStage stage, std::string_view source) : ShaderModule(stage) { // Convert GLSL shader to metal shader // TODO: don't crreate/destroy ctx every time. glslopt_ctx* ctx = glslopt_initialize(kGlslTargetMetal); glslopt_shader_type shaderType = stage == ShaderStage::VERTEX ? kGlslOptShaderVertex : kGlslOptShaderFragment; glslopt_shader* glslShader = glslopt_optimize(ctx, shaderType, source.data(), 0); if (!glslShader) { NSLog(@"Can not translate GLSL shader to metal shader:"); NSLog(@"%s", source.data()); return; } const char* metalShader = glslopt_get_output(glslShader); if (!metalShader) { NSLog(@"Can not get metal shader:"); NSLog(@"%s", source.data()); NSLog(@"%s", glslopt_get_log(glslShader)); glslopt_cleanup(ctx); assert(false); return; } // NSLog(@"%s", metalShader); parseAttibute(mtlDevice, glslShader); parseUniform(mtlDevice, glslShader); parseTexture(mtlDevice, glslShader); setBuiltinUniformLocation(); setBuiltinAttributeLocation(); NSString* shader = [NSString stringWithUTF8String:metalShader]; NSError* error; id library = [mtlDevice newLibraryWithSource:shader options:nil error:&error]; if (!library) { NSLog(@"Can not compile metal shader: %@", error); NSLog(@"%s", metalShader); NSLog(@"%s", glslopt_get_log(glslShader)); glslopt_shader_delete(glslShader); glslopt_cleanup(ctx); assert(false); return; } if (ShaderStage::VERTEX == stage) _mtlFunction = [library newFunctionWithName:@"xlatMtlMain1"]; else _mtlFunction = [library newFunctionWithName:@"xlatMtlMain2"]; if (!_mtlFunction) { NSLog(@"metal shader is ---------------"); NSLog(@"%s", metalShader); NSLog(@"%s", glslopt_get_log(glslShader)); assert(false); } glslopt_shader_delete(glslShader); glslopt_cleanup(ctx); [library release]; } ShaderModuleMTL::~ShaderModuleMTL() { [_mtlFunction release]; } void ShaderModuleMTL::parseAttibute(id mtlDevice, glslopt_shader* shader) { const int attributeCount = glslopt_shader_get_input_count(shader); for (int i = 0; i < attributeCount; i++) { const char* parName; glslopt_basic_type parType; glslopt_precision parPrec; int parVecSize, parMatSize, parArrSize, location; glslopt_shader_get_input_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location); AttributeBindInfo attributeInfo; attributeInfo.attributeName = parName; attributeInfo.location = location; _attributeInfo[parName] = attributeInfo; } } void ShaderModuleMTL::parseUniform(id mtlDevice, glslopt_shader* shader) { const int uniformCount = glslopt_shader_get_uniform_count(shader); _uniformBufferSize = glslopt_shader_get_uniform_total_size(shader); for (int i = 0; i < uniformCount; ++i) { int nextLocation = -1; const char* parName; glslopt_basic_type parType; glslopt_precision parPrec; int parVecSize, parMatSize, parArrSize, location; if (i + 1 < uniformCount) { glslopt_shader_get_uniform_desc(shader, i + 1, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location); nextLocation = location; } else { nextLocation = static_cast(_uniformBufferSize); } glslopt_shader_get_uniform_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location); parArrSize = (parArrSize > 0) ? parArrSize : 1; UniformInfo uniform; uniform.count = parArrSize; uniform.location = location; uniform.isArray = parArrSize; uniform.size = nextLocation - location; uniform.bufferOffset = location; uniform.needConvert = (parVecSize == 3) ? true : false; uniform.type = static_cast(parType); uniform.isMatrix = (parMatSize > 1) ? true : false; _uniformInfos[parName] = uniform; _activeUniformInfos[location] = uniform; _maxLocation = _maxLocation < location ? (location + 1) : _maxLocation; } } int ShaderModuleMTL::getUniformLocation(Uniform name) const { return _uniformLocation[name]; } int ShaderModuleMTL::getUniformLocation(std::string_view name) const { auto iter = _uniformInfos.find(name); if (iter != _uniformInfos.end()) { return iter->second.location; } else return -1; } void ShaderModuleMTL::setBuiltinUniformLocation() { std::fill(_uniformLocation, _uniformLocation + UNIFORM_MAX, -1); /// u_mvpMatrix auto iter = _uniformInfos.find(UNIFORM_NAME_MVP_MATRIX); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::MVP_MATRIX] = iter->second.location; } /// u_textColor iter = _uniformInfos.find(UNIFORM_NAME_TEXT_COLOR); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::TEXT_COLOR] = iter->second.location; } /// u_effectColor iter = _uniformInfos.find(UNIFORM_NAME_EFFECT_COLOR); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::EFFECT_COLOR] = iter->second.location; } /// u_effectType iter = _uniformInfos.find(UNIFORM_NAME_EFFECT_TYPE); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::EFFECT_TYPE] = iter->second.location; } /// u_tex0 iter = _uniformInfos.find(UNIFORM_NAME_TEXTURE); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::TEXTURE] = iter->second.location; } /// u_tex1 iter = _uniformInfos.find(UNIFORM_NAME_TEXTURE1); if (iter != _uniformInfos.end()) { _uniformLocation[Uniform::TEXTURE1] = iter->second.location; } } int ShaderModuleMTL::getAttributeLocation(Attribute name) const { return _attributeLocation[name]; } int ShaderModuleMTL::getAttributeLocation(std::string_view name) { auto iter = _attributeInfo.find(name); if (iter != _attributeInfo.end()) return _attributeInfo[name].location; else return -1; } void ShaderModuleMTL::setBuiltinAttributeLocation() { std::fill(_attributeLocation, _attributeLocation + ATTRIBUTE_MAX, -1); /// a_position auto iter = _attributeInfo.find(ATTRIBUTE_NAME_POSITION); if (iter != _attributeInfo.end()) { _attributeLocation[Attribute::POSITION] = iter->second.location; } /// a_color iter = _attributeInfo.find(ATTRIBUTE_NAME_COLOR); if (iter != _attributeInfo.end()) { _attributeLocation[Attribute::COLOR] = iter->second.location; } /// a_texCoord iter = _attributeInfo.find(ATTRIBUTE_NAME_TEXCOORD); if (iter != _attributeInfo.end()) { _attributeLocation[Attribute::TEXCOORD] = iter->second.location; } /// a_normal iter = _attributeInfo.find(ATTRIBUTE_NAME_NORMAL); if (iter != _attributeInfo.end()) { _attributeLocation[Attribute::NORMAL] = iter->second.location; } } void ShaderModuleMTL::parseTexture(id mtlDevice, glslopt_shader* shader) { const int textureCount = glslopt_shader_get_texture_count(shader); for (int i = 0; i < textureCount; ++i) { const char* parName; glslopt_basic_type parType; glslopt_precision parPrec; int parVecSize, parMatSize, parArrSize, location; glslopt_shader_get_texture_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location); UniformInfo uniform; uniform.count = parArrSize; uniform.location = location; uniform.isArray = parArrSize > 0; _uniformInfos[parName] = uniform; } } NS_AX_BACKEND_END