Metal shader generation

This commit is contained in:
Jack Andersen 2015-11-18 13:56:45 -10:00
parent e5c4008cfb
commit daa446588b
9 changed files with 491 additions and 10 deletions

2
hecl/extern/libBoo vendored

@ -1 +1 @@
Subproject commit b97ad76c45b4965f3dd9f499e5975738714f5fa8
Subproject commit 62fae6004226348bdf5e3b0f5401d091128ec86e

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@ -0,0 +1,47 @@
#ifndef HECLBACKEND_METAL_HPP
#define HECLBACKEND_METAL_HPP
#if __APPLE__
#include "ProgrammableCommon.hpp"
#include <Availability.h>
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 101100
#define HECL_HAS_METAL 1
namespace HECL
{
namespace Backend
{
struct Metal : ProgrammableCommon
{
void reset(const IR& ir, Diagnostics& diag);
std::string makeVert(unsigned col, unsigned uv, unsigned w,
unsigned skinSlots, unsigned texMtxs) const;
std::string makeFrag(const ShaderFunction& lighting=ShaderFunction()) const;
std::string makeFrag(const ShaderFunction& lighting,
const ShaderFunction& post) const;
private:
std::string GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const;
std::string GenerateVertToFragStruct() const;
std::string GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const;
std::string EmitVec3(const atVec4f& vec) const
{
return HECL::Format("float3(%g,%g,%g)", vec.vec[0], vec.vec[1], vec.vec[2]);
}
std::string EmitTexGenSource2(TexGenSrc src, int uvIdx) const;
std::string EmitTexGenSource4(TexGenSrc src, int uvIdx) const;
};
}
}
#else
#define HECL_HAS_METAL 0
#endif
#endif // __APPLE__
#endif // HECLBACKEND_METAL_HPP

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@ -149,6 +149,7 @@ class IShaderBackendFactory
{
friend class ShaderCacheManager;
protected:
boo::ITextureR* m_rtHint = nullptr;
using FReturnExtensionShader = std::function<void(boo::IShaderPipeline*)>;
virtual ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
const HECL::Frontend::IR& ir,
@ -205,6 +206,10 @@ public:
: ShaderCacheManager(storeMgr, gfxFactory, ShaderCacheExtensions()) {}
void reload();
/* Some platforms (like Metal) require information about the render target
* for encoding the pipeline state. This must be called before building shaders */
void setRenderTargetHint(boo::ITextureR* tex) {m_factory->m_rtHint = tex;}
boo::IShaderPipeline* buildShader(const ShaderTag& tag, const std::string& source,
const std::string& diagName);
boo::IShaderPipeline* buildShader(const ShaderTag& tag, const HECL::Frontend::IR& ir,

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@ -1,5 +1,12 @@
if(WIN32)
set(PLAT_SRCS HLSL.cpp)
endif()
if(APPLE)
set(PLAT_SRCS Metal.cpp)
endif()
add_library(HECLBackend
GX.cpp
ProgrammableCommon.cpp
GLSL.cpp
HLSL.cpp)
${PLAT_SRCS})

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@ -94,7 +94,7 @@ std::string GLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs
skinSlots, skinSlots);
if (texMtxs)
retval += HECL::Format(" mat4 texMtxs[%u];\n", texMtxs);
return retval + "} vu;\n";
return retval + "};\n";
}
void GLSL::reset(const IR& ir, Diagnostics& diag)
@ -119,20 +119,20 @@ std::string GLSL::makeVert(const char* glslVer, unsigned col, unsigned uv, unsig
retval += " vec4 posAccum = vec4(0.0,0.0,0.0,0.0);\n"
" vec4 normAccum = vec4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += HECL::Format(" posAccum += (vu.mv[%" PRISize "] * vec4(posIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n"
" normAccum += (vu.mvInv[%" PRISize "] * vec4(normIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n",
retval += HECL::Format(" posAccum += (mv[%" PRISize "] * vec4(posIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n"
" normAccum += (mvInv[%" PRISize "] * vec4(normIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = vec4(normalize(normAccum.xyz), 0.0);\n"
" gl_Position = vu.proj * posAccum;\n";
" gl_Position = proj * posAccum;\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = vu.mv[0] * vec4(posIn, 1.0);\n"
" vtf.mvNorm = vu.mvInv[0] * vec4(normIn, 0.0);\n"
" gl_Position = vu.proj * vtf.mvPos;\n";
retval += " vtf.mvPos = mv[0] * vec4(posIn, 1.0);\n"
" vtf.mvNorm = mvInv[0] * vec4(normIn, 0.0);\n"
" gl_Position = proj * vtf.mvPos;\n";
}
int tcgIdx = 0;
@ -142,7 +142,7 @@ std::string GLSL::makeVert(const char* glslVer, unsigned col, unsigned uv, unsig
retval += HECL::Format(" vtf.tcgs[%u] = %s;\n", tcgIdx,
EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
else
retval += HECL::Format(" vtf.tcgs[%u] = (vu.texMtxs[%u] * %s).xy;\n", tcgIdx, tcg.m_mtx,
retval += HECL::Format(" vtf.tcgs[%u] = (texMtxs[%u] * %s).xy;\n", tcgIdx, tcg.m_mtx,
EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
++tcgIdx;
}

407
hecl/lib/Backend/Metal.cpp Normal file
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@ -0,0 +1,407 @@
#include "HECL/Backend/Metal.hpp"
#if HECL_HAS_METAL
#include "HECL/Runtime.hpp"
#include <Athena/MemoryReader.hpp>
#include <Athena/MemoryWriter.hpp>
#include <boo/graphicsdev/Metal.hpp>
static LogVisor::LogModule Log("HECL::Backend::Metal");
namespace HECL
{
namespace Backend
{
std::string Metal::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
{
switch (src)
{
case TG_POS:
return "v.posIn.xy\n";
case TG_NRM:
return "v.normIn.xy\n";
case TG_UV:
return HECL::Format("v.uvIn%u", uvIdx);
default: break;
}
return std::string();
}
std::string Metal::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
{
switch (src)
{
case TG_POS:
return "float4(v.posIn, 1.0)\n";
case TG_NRM:
return "float4(v.normIn, 1.0)\n";
case TG_UV:
return HECL::Format("float4(v.uvIn%u, 0.0, 1.0)", uvIdx);
default: break;
}
return std::string();
}
std::string Metal::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const
{
std::string retval =
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float3 normIn [[ attribute(1) ]];\n";
unsigned idx = 2;
if (col)
{
for (unsigned i=0 ; i<col ; ++i, ++idx)
retval += HECL::Format(" float4 colIn%u [[ attribute(%u) ]];\n", i, idx);
}
if (uv)
{
for (unsigned i=0 ; i<uv ; ++i, ++idx)
retval += HECL::Format(" float2 uvIn%u [[ attribute(%u) ]];\n", i, idx);
}
if (w)
{
for (unsigned i=0 ; i<w ; ++i, ++idx)
retval += HECL::Format(" float4 weightIn%u [[ attribute(%u) ]];\n", i, idx);
}
return retval + "};\n";
}
std::string Metal::GenerateVertToFragStruct() const
{
std::string retval =
"struct VertToFrag\n"
"{\n"
" float4 mvpPos [[ position ]];\n"
" float4 mvPos;\n"
" float4 mvNorm;\n";
if (m_tcgs.size())
{
for (size_t i=0 ; i<m_tcgs.size() ; ++i)
retval += HECL::Format(" float2 tcgs%" PRISize ";\n", i);
}
return retval + "};\n";
}
std::string Metal::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const
{
if (skinSlots == 0)
skinSlots = 1;
std::string retval = HECL::Format("struct HECLVertUniform\n"
"{\n"
" float4x4 mv[%u];\n"
" float4x4 mvInv[%u];\n"
" float4x4 proj;\n",
skinSlots, skinSlots);
if (texMtxs)
retval += HECL::Format(" float4x4 texMtxs[%u];\n", texMtxs);
return retval + "};\n";
}
void Metal::reset(const IR& ir, Diagnostics& diag)
{
/* Common programmable interpretation */
ProgrammableCommon::reset(ir, diag, "Metal");
}
std::string Metal::makeVert(unsigned col, unsigned uv, unsigned w,
unsigned s, unsigned tm) const
{
std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n" +
GenerateVertInStruct(col, uv, w) + "\n" +
GenerateVertToFragStruct() + "\n" +
GenerateVertUniformStruct(s, tm) +
"\nvertex VertToFrag vmain(VertData v [[ stage_in ]], constant HECLVertUniform& vu [[ buffer(1) ]])\n{\n"
" VertToFrag vtf;\n";
if (s)
{
/* skinned */
retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += HECL::Format(" posAccum += (vu.mv[%" PRISize "] * float4(v.posIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n"
" normAccum += (vu.mvInv[%" PRISize "] * float4(v.normIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
" vtf.mvpPos = vu.proj * posAccum;\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = vu.mv[0] * float4(v.posIn, 1.0);\n"
" vtf.mvNorm = vu.mvInv[0] * float4(v.normIn, 0.0);\n"
" vtf.mvpPos = vu.proj * vtf.mvPos;\n";
}
int tcgIdx = 0;
for (const TexCoordGen& tcg : m_tcgs)
{
if (tcg.m_mtx < 0)
retval += HECL::Format(" vtf.tcgs%u = %s;\n", tcgIdx,
EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
else
retval += HECL::Format(" vtf.tcgs%u = (vu.texMtxs[%u] * %s).xy;\n", tcgIdx, tcg.m_mtx,
EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
++tcgIdx;
}
return retval + " return vtf;\n}\n";
}
std::string Metal::makeFrag(const ShaderFunction& lighting) const
{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
std::string texMapDecl;
if (m_texMapEnd)
{
for (int i=0 ; i<m_texMapEnd ; ++i)
texMapDecl += HECL::Format("\n, texture2d<float> tex%u [[ texture(%u) ]]", i, i);
}
std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
"constexpr sampler samp(address::repeat);\n" +
GenerateVertToFragStruct() + "\n" +
lightingSrc + "\n" +
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]]" + texMapDecl + ")\n{\n";
if (m_lighting)
{
if (lighting.m_entry)
retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
else
retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += HECL::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
sampIdx++, sampling.mapIdx, sampling.tcgIdx);
if (m_alphaExpr.size())
retval += " return float4(" + m_colorExpr + ", " + m_alphaExpr + ");\n";
else
retval += " return float4(" + m_colorExpr + ", 1.0);\n";
return retval + "}\n";
}
std::string Metal::makeFrag(const ShaderFunction& lighting,
const ShaderFunction& post) const
{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
std::string postSrc;
if (post.m_source)
postSrc = post.m_source;
std::string postEntry;
if (post.m_entry)
postEntry = post.m_entry;
std::string texMapDecl;
if (m_texMapEnd)
{
for (int i=0 ; i<m_texMapEnd ; ++i)
texMapDecl += HECL::Format("texture2d<float> tex%u [[ texture(%u) ]],\n", i, i);
}
std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
"constexpr sampler samp(address::repeat);\n" +
GenerateVertToFragStruct() + "\n" +
lightingSrc + "\n" +
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" + texMapDecl + ")\n{\n";
if (m_lighting)
{
if (lighting.m_entry)
retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
else
retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += HECL::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
sampIdx++, sampling.mapIdx, sampling.tcgIdx);
if (m_alphaExpr.size())
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", " + m_alphaExpr + "));\n";
else
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", 1.0));\n";
return retval + "}\n";
}
}
namespace Runtime
{
struct MetalBackendFactory : IShaderBackendFactory
{
Backend::Metal m_backend;
boo::MetalDataFactory* m_gfxFactory;
MetalBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
: m_gfxFactory(dynamic_cast<boo::MetalDataFactory*>(gfxFactory)) {}
ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
const HECL::Frontend::IR& ir,
HECL::Frontend::Diagnostics& diag,
boo::IShaderPipeline** objOut)
{
if (!m_rtHint)
Log.report(LogVisor::FatalError,
"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
m_backend.reset(ir, diag);
size_t cachedSz = 2;
std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
cachedSz += vertSource.size() + 1;
std::string fragSource = m_backend.makeFrag();
cachedSz += fragSource.size() + 1;
*objOut =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(m_gfxFactory), m_rtHint,
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!*objOut)
Log.report(LogVisor::FatalError, "unable to build shader");
ShaderCachedData dataOut(tag, cachedSz);
Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
w.writeUByte(m_backend.m_blendSrc);
w.writeUByte(m_backend.m_blendDst);
w.writeString(vertSource);
w.writeString(fragSource);
return dataOut;
}
boo::IShaderPipeline* buildShaderFromCache(const ShaderCachedData& data)
{
if (!m_rtHint)
Log.report(LogVisor::FatalError,
"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
const ShaderTag& tag = data.m_tag;
Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
std::string vertSource = r.readString();
std::string fragSource = r.readString();
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(m_gfxFactory), m_rtHint,
blendSrc, blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
return ret;
}
ShaderCachedData buildExtendedShaderFromIR(const ShaderTag& tag,
const HECL::Frontend::IR& ir,
HECL::Frontend::Diagnostics& diag,
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
FReturnExtensionShader returnFunc)
{
if (!m_rtHint)
Log.report(LogVisor::FatalError,
"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
m_backend.reset(ir, diag);
size_t cachedSz = 2;
std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
cachedSz += vertSource.size() + 1;
std::vector<std::string> fragSources;
fragSources.reserve(extensionSlots.size());
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
fragSources.push_back(m_backend.makeFrag(slot.lighting, slot.post));
cachedSz += fragSources.back().size() + 1;
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSources.back().c_str(),
tag.newVertexFormat(m_gfxFactory), m_rtHint,
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
returnFunc(ret);
}
ShaderCachedData dataOut(tag, cachedSz);
Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
w.writeUByte(m_backend.m_blendSrc);
w.writeUByte(m_backend.m_blendDst);
w.writeString(vertSource);
for (const std::string src : fragSources)
w.writeString(src);
return dataOut;
}
void buildExtendedShaderFromCache(const ShaderCachedData& data,
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
FReturnExtensionShader returnFunc)
{
if (!m_rtHint)
Log.report(LogVisor::FatalError,
"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
const ShaderTag& tag = data.m_tag;
Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
std::string vertSource = r.readString();
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
std::string fragSource = r.readString();
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(m_gfxFactory), m_rtHint,
blendSrc, blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
returnFunc(ret);
}
}
};
IShaderBackendFactory* _NewMetalBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
{
return new struct MetalBackendFactory(gfxFactory);
}
}
}
#endif

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@ -22,6 +22,7 @@ add_library(HECLCommon
../include/HECL/Backend/ProgrammableCommon.hpp
../include/HECL/Backend/GLSL.hpp
../include/HECL/Backend/HLSL.hpp
../include/HECL/Backend/Metal.hpp
../include/HECL/Frontend.hpp
../include/HECL/Database.hpp
../include/HECL/Runtime.hpp

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@ -6,13 +6,20 @@
#include <ctime>
#include "HECL/Backend/GLSL.hpp"
#if __APPLE__
#include "HECL/Backend/Metal.hpp"
#endif
namespace HECL
{
namespace Runtime
{
IShaderBackendFactory* _NewGLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory);
#if _WIN32
IShaderBackendFactory* _NewHLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory);
#elif __APPLE__
IShaderBackendFactory* _NewMetalBackendFactory(boo::IGraphicsDataFactory* gfxFactory);
#endif
static LogVisor::LogModule Log("ShaderCacheManager");
static uint64_t IDX_MAGIC = SBig(uint64_t(0xDEADFEEDC001D00D));
@ -110,10 +117,16 @@ ShaderCacheManager::ShaderCacheManager(const FileStoreManager& storeMgr,
case boo::IGraphicsDataFactory::PlatformOGL:
m_factory.reset(_NewGLSLBackendFactory(gfxFactory));
break;
#if _WIN32
case boo::IGraphicsDataFactory::PlatformD3D11:
case boo::IGraphicsDataFactory::PlatformD3D12:
m_factory.reset(_NewHLSLBackendFactory(gfxFactory));
break;
#elif __APPLE__ && HECL_HAS_METAL
case boo::IGraphicsDataFactory::PlatformMetal:
m_factory.reset(_NewMetalBackendFactory(gfxFactory));
break;
#endif
default:
Log.report(LogVisor::FatalError, _S("unsupported backend %s"), gfxFactory->platformName());
}

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@ -80,6 +80,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
/* HECL managers */
HECL::Runtime::FileStoreManager fileMgr(app->getUniqueName());
HECL::Runtime::ShaderCacheManager shaderMgr(fileMgr, gfxF);
shaderMgr.setRenderTargetHint(renderTex);
/* Compile HECL shader */
static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";