MetalDevice: Use TranspileAndCreateShaderFromSource()
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@@ -24,6 +24,18 @@ Log_SetChannel(MetalDevice);
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// TODO: Disable hazard tracking and issue barriers explicitly.
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// Used for shader "binaries".
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namespace {
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struct MetalShaderBinaryHeader
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{
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u32 entry_point_offset;
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u32 entry_point_length;
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u32 source_offset;
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u32 source_length;
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};
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static_assert(sizeof(MetalShaderBinaryHeader) == 16);
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} // namespace
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// Looking across a range of GPUs, the optimal copy alignment for Vulkan drivers seems
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// to be between 1 (AMD/NV) and 64 (Intel). So, we'll go with 64 here.
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static constexpr u32 TEXTURE_UPLOAD_ALIGNMENT = 64;
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@@ -648,39 +660,55 @@ std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromMSL(GPUShaderStage stage
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std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data,
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Error* error)
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{
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const std::string_view str_data(reinterpret_cast<const char*>(data.data()), data.size());
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return CreateShaderFromMSL(stage, str_data, "main0", error);
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if (data.size() < sizeof(MetalShaderBinaryHeader))
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{
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Error::SetStringView(error, "Invalid header.");
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return {};
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}
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// Need to copy for alignment reasons.
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MetalShaderBinaryHeader hdr;
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std::memcpy(&hdr, data.data(), sizeof(hdr));
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if (static_cast<size_t>(hdr.entry_point_offset) + static_cast<size_t>(hdr.entry_point_length) > data.size() ||
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static_cast<size_t>(hdr.source_offset) + static_cast<size_t>(hdr.source_length) > data.size())
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{
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Error::SetStringView(error, "Out of range fields in header.");
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return {};
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}
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const std::string_view entry_point(reinterpret_cast<const char*>(data.data() + hdr.entry_point_offset),
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hdr.entry_point_length);
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const std::string source(reinterpret_cast<const char*>(data.data() + hdr.source_offset), hdr.source_length);
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return CreateShaderFromMSL(stage, source, entry_point, error);
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}
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std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromSource(GPUShaderStage stage, GPUShaderLanguage language,
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std::string_view source, const char* entry_point,
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DynamicHeapArray<u8>* out_binary, Error* error)
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{
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static constexpr bool dump_shaders = false;
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DynamicHeapArray<u8> spv;
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if (!CompileGLSLShaderToVulkanSpv(stage, language, source, entry_point, !m_debug_device, false, &spv, error))
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return {};
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std::string msl;
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if (!TranslateVulkanSpvToLanguage(spv.cspan(), stage, GPUShaderLanguage::MSL, 230, &msl, error))
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return {};
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if constexpr (dump_shaders)
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if (language != GPUShaderLanguage::MSL)
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{
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static unsigned s_next_id = 0;
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++s_next_id;
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DumpShader(s_next_id, "_input", source);
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DumpShader(s_next_id, "_msl", msl);
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return TranspileAndCreateShaderFromSource(stage, language, source, entry_point, GPUShaderLanguage::MSL,
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m_render_api_version, out_binary, error);
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}
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// Source is the "binary" here, since Metal doesn't allow us to access the bytecode :(
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const std::span<const u8> msl(reinterpret_cast<const u8*>(source.data()), source.size());
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if (out_binary)
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{
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out_binary->resize(msl.size());
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std::memcpy(out_binary->data(), msl.data(), msl.size());
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MetalShaderBinaryHeader hdr;
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hdr.entry_point_offset = sizeof(MetalShaderBinaryHeader);
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hdr.entry_point_length = static_cast<u32>(std::strlen(entry_point));
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hdr.source_offset = hdr.entry_point_offset + hdr.entry_point_length;
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hdr.source_length = static_cast<u32>(source.size());
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out_binary->resize(sizeof(hdr) + hdr.entry_point_length + hdr.source_length);
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std::memcpy(out_binary->data(), &hdr, sizeof(hdr));
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std::memcpy(&out_binary->data()[hdr.entry_point_offset], entry_point, hdr.entry_point_length);
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std::memcpy(&out_binary->data()[hdr.source_offset], source.data(), hdr.source_length);
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}
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return CreateShaderFromMSL(stage, msl, "main0", error);
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return CreateShaderFromMSL(stage, source, entry_point, error);
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}
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MetalPipeline::MetalPipeline(id<MTLRenderPipelineState> pipeline, id<MTLDepthStencilState> depth, MTLCullMode cull_mode,
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