mirror of https://github.com/AxioDL/metaforce.git
408 lines
15 KiB
C++
408 lines
15 KiB
C++
#include "HECL/Backend/Metal.hpp"
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#if HECL_HAS_METAL
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#include "HECL/Runtime.hpp"
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#include <Athena/MemoryReader.hpp>
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#include <Athena/MemoryWriter.hpp>
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#include <boo/graphicsdev/Metal.hpp>
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static LogVisor::LogModule Log("HECL::Backend::Metal");
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namespace HECL
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{
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namespace Backend
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{
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std::string Metal::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TexGenSrc::Position:
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return "v.posIn.xy\n";
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case TexGenSrc::Normal:
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return "v.normIn.xy\n";
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case TexGenSrc::UV:
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return HECL::Format("v.uvIn%u", uvIdx);
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default: break;
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}
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return std::string();
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}
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std::string Metal::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TexGenSrc::Position:
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return "float4(v.posIn, 1.0)\n";
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case TexGenSrc::Normal:
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return "float4(v.normIn, 1.0)\n";
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case TexGenSrc::UV:
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return HECL::Format("float4(v.uvIn%u, 0.0, 1.0)", uvIdx);
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default: break;
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}
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return std::string();
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}
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std::string Metal::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const
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{
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std::string retval =
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"struct VertData\n"
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"{\n"
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" float3 posIn [[ attribute(0) ]];\n"
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" float3 normIn [[ attribute(1) ]];\n";
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unsigned idx = 2;
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if (col)
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{
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for (unsigned i=0 ; i<col ; ++i, ++idx)
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retval += HECL::Format(" float4 colIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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if (uv)
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{
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for (unsigned i=0 ; i<uv ; ++i, ++idx)
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retval += HECL::Format(" float2 uvIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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if (w)
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{
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for (unsigned i=0 ; i<w ; ++i, ++idx)
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retval += HECL::Format(" float4 weightIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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return retval + "};\n";
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}
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std::string Metal::GenerateVertToFragStruct() const
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{
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std::string retval =
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"struct VertToFrag\n"
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"{\n"
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" float4 mvpPos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n";
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if (m_tcgs.size())
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{
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for (size_t i=0 ; i<m_tcgs.size() ; ++i)
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retval += HECL::Format(" float2 tcgs%" PRISize ";\n", i);
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}
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return retval + "};\n";
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}
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std::string Metal::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const
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{
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if (skinSlots == 0)
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skinSlots = 1;
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std::string retval = HECL::Format("struct HECLVertUniform\n"
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"{\n"
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" float4x4 mv[%u];\n"
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" float4x4 mvInv[%u];\n"
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" float4x4 proj;\n",
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skinSlots, skinSlots);
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if (texMtxs)
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retval += HECL::Format(" float4x4 texMtxs[%u];\n", texMtxs);
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return retval + "};\n";
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}
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void Metal::reset(const IR& ir, Diagnostics& diag)
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{
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/* Common programmable interpretation */
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ProgrammableCommon::reset(ir, diag, "Metal");
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}
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std::string Metal::makeVert(unsigned col, unsigned uv, unsigned w,
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unsigned s, unsigned tm) const
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{
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n" +
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s, tm) +
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"\nvertex VertToFrag vmain(VertData v [[ stage_in ]], constant HECLVertUniform& vu [[ buffer(2) ]])\n{\n"
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" VertToFrag vtf;\n";
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if (s)
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{
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/* skinned */
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retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
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" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
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for (size_t i=0 ; i<s ; ++i)
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retval += HECL::Format(" posAccum += (vu.mv[%" PRISize "] * float4(v.posIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n"
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" normAccum += (vu.mvInv[%" PRISize "] * float4(v.normIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n",
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i, i/4, i%4, i, i/4, i%4);
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retval += " posAccum[3] = 1.0;\n"
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" vtf.mvPos = posAccum;\n"
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" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
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" vtf.mvpPos = vu.proj * posAccum;\n";
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}
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else
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{
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/* non-skinned */
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retval += " vtf.mvPos = vu.mv[0] * float4(v.posIn, 1.0);\n"
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" vtf.mvNorm = vu.mvInv[0] * float4(v.normIn, 0.0);\n"
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" vtf.mvpPos = vu.proj * vtf.mvPos;\n";
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}
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int tcgIdx = 0;
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for (const TexCoordGen& tcg : m_tcgs)
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{
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if (tcg.m_mtx < 0)
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retval += HECL::Format(" vtf.tcgs%u = %s;\n", tcgIdx,
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EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
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else
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retval += HECL::Format(" vtf.tcgs%u = (vu.texMtxs[%u] * %s).xy;\n", tcgIdx, tcg.m_mtx,
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EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
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++tcgIdx;
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}
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return retval + " return vtf;\n}\n";
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}
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std::string Metal::makeFrag(const ShaderFunction& lighting) const
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{
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std::string lightingSrc;
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if (lighting.m_source)
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lightingSrc = lighting.m_source;
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std::string texMapDecl;
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if (m_texMapEnd)
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{
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for (int i=0 ; i<m_texMapEnd ; ++i)
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texMapDecl += HECL::Format("\n, texture2d<float> tex%u [[ texture(%u) ]]", i, i);
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}
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
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"constexpr sampler samp(address::repeat);\n" +
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GenerateVertToFragStruct() + "\n" +
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lightingSrc + "\n" +
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]]" + texMapDecl + ")\n{\n";
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if (m_lighting)
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{
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if (lighting.m_entry)
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retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
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else
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retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
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}
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unsigned sampIdx = 0;
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for (const TexSampling& sampling : m_texSamplings)
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retval += HECL::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
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retval += " return float4(" + m_colorExpr + ", " + m_alphaExpr + ");\n";
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else
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retval += " return float4(" + m_colorExpr + ", 1.0);\n";
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return retval + "}\n";
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}
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std::string Metal::makeFrag(const ShaderFunction& lighting,
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const ShaderFunction& post) const
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{
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std::string lightingSrc;
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if (lighting.m_source)
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lightingSrc = lighting.m_source;
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std::string postSrc;
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if (post.m_source)
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postSrc = post.m_source;
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std::string postEntry;
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if (post.m_entry)
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postEntry = post.m_entry;
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std::string texMapDecl;
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if (m_texMapEnd)
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{
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for (int i=0 ; i<m_texMapEnd ; ++i)
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texMapDecl += HECL::Format("texture2d<float> tex%u [[ texture(%u) ]],\n", i, i);
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}
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
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"constexpr sampler samp(address::repeat);\n" +
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GenerateVertToFragStruct() + "\n" +
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lightingSrc + "\n" +
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" + texMapDecl + ")\n{\n";
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if (m_lighting)
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{
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if (lighting.m_entry)
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retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
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else
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retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
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}
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unsigned sampIdx = 0;
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for (const TexSampling& sampling : m_texSamplings)
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retval += HECL::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
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retval += " return " + postEntry + "(float4(" + m_colorExpr + ", " + m_alphaExpr + "));\n";
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else
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retval += " return " + postEntry + "(float4(" + m_colorExpr + ", 1.0));\n";
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return retval + "}\n";
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}
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}
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namespace Runtime
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{
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struct MetalBackendFactory : IShaderBackendFactory
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{
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Backend::Metal m_backend;
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boo::MetalDataFactory* m_gfxFactory;
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MetalBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
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: m_gfxFactory(dynamic_cast<boo::MetalDataFactory*>(gfxFactory)) {}
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ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
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const HECL::Frontend::IR& ir,
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HECL::Frontend::Diagnostics& diag,
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boo::IShaderPipeline** objOut)
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{
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if (!m_rtHint)
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Log.report(LogVisor::FatalError,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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m_backend.reset(ir, diag);
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size_t cachedSz = 2;
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount());
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cachedSz += vertSource.size() + 1;
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std::string fragSource = m_backend.makeFrag();
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cachedSz += fragSource.size() + 1;
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*objOut =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
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tag.newVertexFormat(m_gfxFactory), m_rtHint,
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m_backend.m_blendSrc, m_backend.m_blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!*objOut)
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Log.report(LogVisor::FatalError, "unable to build shader");
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
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w.writeUByte(atUint8(m_backend.m_blendDst));
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w.writeString(vertSource);
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w.writeString(fragSource);
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return dataOut;
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}
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boo::IShaderPipeline* buildShaderFromCache(const ShaderCachedData& data)
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{
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if (!m_rtHint)
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Log.report(LogVisor::FatalError,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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const ShaderTag& tag = data.m_tag;
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Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
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boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
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boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
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std::string vertSource = r.readString();
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std::string fragSource = r.readString();
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boo::IShaderPipeline* ret =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
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tag.newVertexFormat(m_gfxFactory), m_rtHint,
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blendSrc, blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!ret)
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Log.report(LogVisor::FatalError, "unable to build shader");
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return ret;
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}
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ShaderCachedData buildExtendedShaderFromIR(const ShaderTag& tag,
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const HECL::Frontend::IR& ir,
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HECL::Frontend::Diagnostics& diag,
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const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
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FReturnExtensionShader returnFunc)
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{
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if (!m_rtHint)
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Log.report(LogVisor::FatalError,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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m_backend.reset(ir, diag);
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size_t cachedSz = 2;
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount());
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cachedSz += vertSource.size() + 1;
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std::vector<std::string> fragSources;
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fragSources.reserve(extensionSlots.size());
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for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
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{
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fragSources.push_back(m_backend.makeFrag(slot.lighting, slot.post));
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cachedSz += fragSources.back().size() + 1;
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boo::IShaderPipeline* ret =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSources.back().c_str(),
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tag.newVertexFormat(m_gfxFactory), m_rtHint,
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m_backend.m_blendSrc, m_backend.m_blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!ret)
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Log.report(LogVisor::FatalError, "unable to build shader");
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returnFunc(ret);
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}
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
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w.writeUByte(atUint8(m_backend.m_blendDst));
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w.writeString(vertSource);
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for (const std::string src : fragSources)
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w.writeString(src);
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return dataOut;
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}
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void buildExtendedShaderFromCache(const ShaderCachedData& data,
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const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
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FReturnExtensionShader returnFunc)
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{
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if (!m_rtHint)
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Log.report(LogVisor::FatalError,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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const ShaderTag& tag = data.m_tag;
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Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
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boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
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boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
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std::string vertSource = r.readString();
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for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
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{
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std::string fragSource = r.readString();
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boo::IShaderPipeline* ret =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
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tag.newVertexFormat(m_gfxFactory), m_rtHint,
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blendSrc, blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!ret)
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Log.report(LogVisor::FatalError, "unable to build shader");
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returnFunc(ret);
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}
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}
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};
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IShaderBackendFactory* _NewMetalBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
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{
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return new struct MetalBackendFactory(gfxFactory);
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}
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}
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}
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#endif
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