File: mojoshader_metal.c

package info (click to toggle)
mojoshader 0.0~hg1314%2Bdfsg-1.1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, sid, trixie
  • size: 3,136 kB
  • sloc: ansic: 50,797; perl: 151; sh: 17; makefile: 11
file content (553 lines) | stat: -rw-r--r-- 16,686 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
/**
 * MojoShader; generate shader programs from bytecode of compiled
 *  Direct3D shaders.
 *
 * Please see the file LICENSE.txt in the source's root directory.
 *
 *  This file written by Ryan C. Gordon.
 */

#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"

#if (defined(__APPLE__) && defined(__MACH__))
#define PLATFORM_APPLE 1
#endif /* (defined(__APPLE__) && defined(__MACH__)) */

typedef struct MOJOSHADER_mtlShader
{
    const MOJOSHADER_parseData *parseData;
    uint32 refcount;
    void *handle; // MTLFunction*
} MOJOSHADER_mtlShader;

// profile-specific implementations...

#if SUPPORT_PROFILE_METAL && PLATFORM_APPLE
#ifdef MOJOSHADER_EFFECT_SUPPORT

#include "TargetConditionals.h"
#include <objc/message.h>
#define msg     ((void* (*)(void*, void*))objc_msgSend)
#define msg_s   ((void* (*)(void*, void*, const char*))objc_msgSend)
#define msg_p   ((void* (*)(void*, void*, void*))objc_msgSend)
#define msg_uu  ((void* (*)(void*, void*, uint64, uint64))objc_msgSend)
#define msg_ppp ((void* (*)(void*, void*, void*, void*, void*))objc_msgSend)

// Error state...
static char error_buffer[1024] = { '\0' };

static void set_error(const char *str)
{
    snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error

static inline void out_of_memory(void)
{
    set_error("out of memory");
} // out_of_memory

// Max entries for each register file type...
#define MAX_REG_FILE_F 8192
#define MAX_REG_FILE_I 2047
#define MAX_REG_FILE_B 2047

typedef struct MOJOSHADER_mtlContext
{
    // Allocators...
    MOJOSHADER_malloc malloc_fn;
    MOJOSHADER_free free_fn;
    void *malloc_data;

    // The constant register files...
    // !!! FIXME: Man, it kills me how much memory this takes...
    // !!! FIXME:  ... make this dynamically allocated on demand.
    float vs_reg_file_f[MAX_REG_FILE_F * 4];
    int vs_reg_file_i[MAX_REG_FILE_I * 4];
    uint8 vs_reg_file_b[MAX_REG_FILE_B];
    float ps_reg_file_f[MAX_REG_FILE_F * 4];
    int ps_reg_file_i[MAX_REG_FILE_I * 4];
    uint8 ps_reg_file_b[MAX_REG_FILE_B];

    // Pointer to the active MTLDevice.
    void* device;

    // The uniform MTLBuffer shared between all shaders in the context.
    void *ubo;

    // The current offsets into the UBO, per shader.
    int vertexUniformOffset;
    int pixelUniformOffset;
    int totalUniformOffset;

    // The currently bound shaders.
    MOJOSHADER_mtlShader *vertexShader;
    MOJOSHADER_mtlShader *pixelShader;

    // Objective-C Selectors
    void* classNSString;
    void* selAlloc;
    void* selContents;
    void* selInitWithUTF8String;
    void* selLength;
    void* selLocalizedDescription;
    void* selNewBufferWithLength;
    void* selNewFunctionWithName;
    void* selNewLibraryWithSource;
    void* selRelease;
    void* selUTF8String;
} MOJOSHADER_mtlContext;

static MOJOSHADER_mtlContext *ctx = NULL;

/* Uniform buffer utilities */

static inline int next_highest_alignment(int n)
{
    #if TARGET_OS_IOS || TARGET_OS_TV || TARGET_OS_SIMULATOR
    int align = 16;
    #else
    // !!! FIXME: Will Apple Silicon Macs have a different minimum alignment?
    int align = 256;
    #endif

    return align * ((n + align - 1) / align);
} // next_highest_alignment

static void update_uniform_buffer(MOJOSHADER_mtlShader *shader)
{
    if (shader == NULL || shader->parseData->uniform_count == 0)
        return;

    float *regF; int *regI; uint8 *regB;
    if (shader->parseData->shader_type == MOJOSHADER_TYPE_VERTEX)
    {
        ctx->vertexUniformOffset = ctx->totalUniformOffset;
        regF = ctx->vs_reg_file_f;
        regI = ctx->vs_reg_file_i;
        regB = ctx->vs_reg_file_b;
    } // if
    else
    {
        ctx->pixelUniformOffset = ctx->totalUniformOffset;
        regF = ctx->ps_reg_file_f;
        regI = ctx->ps_reg_file_i;
        regB = ctx->ps_reg_file_b;
    } // else

    void *contents = msg(ctx->ubo, ctx->selContents) + ctx->totalUniformOffset;
    int offset = 0;
    for (int i = 0; i < shader->parseData->uniform_count; i++)
    {
        if (shader->parseData->uniforms[i].constant)
            continue;

        int idx = shader->parseData->uniforms[i].index;
        int arrayCount = shader->parseData->uniforms[i].array_count;

        void *src = NULL;
        int size = arrayCount ? arrayCount : 1;

        switch (shader->parseData->uniforms[i].type)
        {
            case MOJOSHADER_UNIFORM_FLOAT:
                src = &regF[4 * idx];
                size *= 16;
                break;

            case MOJOSHADER_UNIFORM_INT:
                src = &regI[4 * idx];
                size *= 16;
                break;

            case MOJOSHADER_UNIFORM_BOOL:
                src = &regB[idx];
                break;

            default:
                assert(0); // This should never happen.
                break;
        } // switch

        memcpy(contents + offset, src, size);
        offset += size;
    } // for

    ctx->totalUniformOffset = next_highest_alignment(ctx->totalUniformOffset + offset);
    if (ctx->totalUniformOffset >= (int) msg(ctx->ubo, ctx->selLength))
    {
        // !!! FIXME: Is there a better way to handle this?
        assert(0 && "Uniform data exceeded the size of the buffer!");
    } // if
} // update_uniform_buffer

/* Public API */

MOJOSHADER_mtlContext *MOJOSHADER_mtlCreateContext(void* mtlDevice,
                                    MOJOSHADER_malloc m, MOJOSHADER_free f,
                                    void *malloc_d)
{
    MOJOSHADER_mtlContext *retval = NULL;
    MOJOSHADER_mtlContext *current_ctx = ctx;
    int i;

    ctx = NULL;

    if (m == NULL) m = MOJOSHADER_internal_malloc;
    if (f == NULL) f = MOJOSHADER_internal_free;

    ctx = (MOJOSHADER_mtlContext *) m(sizeof (MOJOSHADER_mtlContext), malloc_d);
    if (ctx == NULL)
    {
        out_of_memory();
        goto init_fail;
    } // if

    memset(ctx, '\0', sizeof (MOJOSHADER_mtlContext));
    ctx->malloc_fn = m;
    ctx->free_fn = f;
    ctx->malloc_data = malloc_d;

    // Initialize the Metal state
    ctx->device = mtlDevice;

    // Grab references to Objective-C selectors
    ctx->classNSString = objc_getClass("NSString");
    ctx->selAlloc = sel_registerName("alloc");
    ctx->selContents = sel_registerName("contents");
    ctx->selInitWithUTF8String = sel_registerName("initWithUTF8String:");
    ctx->selLength = sel_registerName("length");
    ctx->selLocalizedDescription = sel_registerName("localizedDescription");
    ctx->selNewBufferWithLength = sel_registerName("newBufferWithLength:options:");
    ctx->selNewFunctionWithName = sel_registerName("newFunctionWithName:");
    ctx->selNewLibraryWithSource = sel_registerName("newLibraryWithSource:options:error:");
    ctx->selRelease = sel_registerName("release");
    ctx->selUTF8String = sel_registerName("UTF8String");

    // Create the uniform buffer
    ctx->ubo = msg_uu(mtlDevice, ctx->selNewBufferWithLength,
                      next_highest_alignment(1000000), 0);

    retval = ctx;
    ctx = current_ctx;
    return retval;

init_fail:
    if (ctx != NULL)
        f(ctx, malloc_d);
    ctx = current_ctx;
    return NULL;
} // MOJOSHADER_mtlCreateContext


void MOJOSHADER_mtlMakeContextCurrent(MOJOSHADER_mtlContext *_ctx)
{
    ctx = _ctx;
} // MOJOSHADER_mtlMakeContextCurrent


void *MOJOSHADER_mtlCompileLibrary(MOJOSHADER_effect *effect)
{
    MOJOSHADER_malloc m = ctx->malloc_fn;
    MOJOSHADER_free f = ctx->free_fn;
    void *d = ctx->malloc_data;

    int i, src_len, src_pos, output_len;
    char *shader_source, *ptr;
    const char *repl;
    MOJOSHADER_effectObject *object;
    MOJOSHADER_mtlShader *shader;
    void *retval, *compileError, *shader_source_ns, *fnname;

    // Count the number of shaders before allocating
    src_len = 0;
    for (i = 0; i < effect->object_count; i++)
    {
        object = &effect->objects[i];
        if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
         || object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
        {
            if (!object->shader.is_preshader)
            {
                shader = (MOJOSHADER_mtlShader*) object->shader.shader;
                src_len += shader->parseData->output_len;
            } // if
        } // if
    } // for

    // Allocate shader source buffer
    shader_source = (char *) m(src_len + 1, d);
    memset(shader_source, '\0', src_len + 1);
    src_pos = 0;

    // Copy all the source text into the buffer
    for (i = 0; i < effect->object_count; i++)
    {
        object = &effect->objects[i];
        if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
         || object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
        {
            if (!object->shader.is_preshader)
            {
                shader = (MOJOSHADER_mtlShader*) object->shader.shader;
                memcpy(&shader_source[src_pos], shader->parseData->output,
                                                shader->parseData->output_len);
                src_pos += shader->parseData->output_len;
            } // if
        } // if
    } // for

    // Handle texcoord0 -> point_coord conversion
    if (strstr(shader_source, "[[point_size]]"))
    {
        // !!! FIXME: This assumes all texcoord0 attributes in the effect are
        // !!! FIXME:  actually point coords! It ain't necessarily so! -caleb
        repl = "[[  point_coord  ]]";
        while ((ptr = strstr(shader_source, "[[user(texcoord0)]]")))
        {
            memcpy(ptr, repl, strlen(repl));

            // "float4" -> "float2"
            int spaces = 0;
            while (spaces < 2)
                if (*(ptr--) == ' ')
                    spaces++;
            memcpy(ptr, "2", sizeof(char));
        } // while
    } // if

    // Compile the source into a library
    compileError = NULL;
    shader_source_ns = msg_s(
        msg(ctx->classNSString, ctx->selAlloc),
        ctx->selInitWithUTF8String,
        shader_source
    );
    retval = msg_ppp(ctx->device, ctx->selNewLibraryWithSource,
                        shader_source_ns, NULL, &compileError);
    f(shader_source, d);
    msg(shader_source_ns, ctx->selRelease);

    if (retval == NULL)
    {
        compileError = msg(compileError, ctx->selLocalizedDescription);
        set_error((char*) msg(compileError, ctx->selUTF8String));
        return NULL;
    } // if

    // Run through the shaders again, getting the function handles
    for (i = 0; i < effect->object_count; i++)
    {
        object = &effect->objects[i];
        if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
         || object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
        {
            if (object->shader.is_preshader)
                continue;

            shader = (MOJOSHADER_mtlShader*) object->shader.shader;
            fnname = msg_s(
                msg(ctx->classNSString, ctx->selAlloc),
                ctx->selInitWithUTF8String,
                shader->parseData->mainfn
            );
            shader->handle = msg_p(
                retval,
                ctx->selNewFunctionWithName,
                fnname
            );
            msg(fnname, ctx->selRelease);
        } // if
    } // for

    return retval;
} // MOJOSHADER_mtlCompileLibrary


MOJOSHADER_mtlShader *MOJOSHADER_mtlCompileShader(const char *mainfn,
                                            const unsigned char *tokenbuf,
                                            const unsigned int bufsize,
                                            const MOJOSHADER_swizzle *swiz,
                                            const unsigned int swizcount,
                                            const MOJOSHADER_samplerMap *smap,
                                            const unsigned int smapcount)
{
    MOJOSHADER_malloc m = ctx->malloc_fn;
    MOJOSHADER_free f = ctx->free_fn;
    void *d = ctx->malloc_data;

    const MOJOSHADER_parseData *pd = MOJOSHADER_parse("metal", mainfn, tokenbuf,
                                                     bufsize, swiz, swizcount,
                                                     smap, smapcount, m, f, d);
    if (pd->error_count > 0)
    {
        // !!! FIXME: put multiple errors in the buffer? Don't use
        // !!! FIXME:  MOJOSHADER_mtlGetError() for this?
        set_error(pd->errors[0].error);
        goto compile_shader_fail;
    } // if

    MOJOSHADER_mtlShader *retval = (MOJOSHADER_mtlShader *) m(sizeof(MOJOSHADER_mtlShader), d);
    if (retval == NULL)
        goto compile_shader_fail;

    retval->parseData = pd;
    retval->refcount = 1;
    retval->handle = NULL; // populated by MOJOSHADER_mtlCompileLibrary

    return retval;

compile_shader_fail:
    MOJOSHADER_freeParseData(retval->parseData);
    f(retval, d);
    return NULL;
} // MOJOSHADER_mtlCompileShader


void MOJOSHADER_mtlShaderAddRef(MOJOSHADER_mtlShader *shader)
{
    if (shader != NULL)
        shader->refcount++;
} // MOJOSHADER_mtlShaderAddRef


const MOJOSHADER_parseData *MOJOSHADER_mtlGetShaderParseData(
                                                MOJOSHADER_mtlShader *shader)
{
    return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_mtlGetParseData


void MOJOSHADER_mtlBindShaders(MOJOSHADER_mtlShader *vshader,
                               MOJOSHADER_mtlShader *pshader)
{
    // Use the last bound shaders in case of NULL
    if (vshader != NULL)
        ctx->vertexShader = vshader;

    if (pshader != NULL)
        ctx->pixelShader = pshader;
} // MOJOSHADER_mtlBindShaders


void MOJOSHADER_mtlGetBoundShaders(MOJOSHADER_mtlShader **vshader,
                                   MOJOSHADER_mtlShader **pshader)
{
    *vshader = ctx->vertexShader;
    *pshader = ctx->pixelShader;
} // MOJOSHADER_mtlGetBoundShaders


void MOJOSHADER_mtlMapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
                                          float **psf, int **psi, unsigned char **psb)
{
    *vsf = ctx->vs_reg_file_f;
    *vsi = ctx->vs_reg_file_i;
    *vsb = ctx->vs_reg_file_b;
    *psf = ctx->ps_reg_file_f;
    *psi = ctx->ps_reg_file_i;
    *psb = ctx->ps_reg_file_b;
} // MOJOSHADER_mtlMapUniformBufferMemory


void MOJOSHADER_mtlUnmapUniformBufferMemory()
{
    /* This has nothing to do with unmapping memory
     * and everything to do with updating uniform
     * buffers with the latest parameter contents.
     */
    update_uniform_buffer(ctx->vertexShader);
    update_uniform_buffer(ctx->pixelShader);
} // MOJOSHADER_mtlUnmapUniformBufferMemory


void MOJOSHADER_mtlGetUniformData(void **buf, int *voff, int *poff)
{
    *buf = ctx->ubo;
    *voff = ctx->vertexUniformOffset;
    *poff = ctx->pixelUniformOffset;
} // MOJOSHADER_mtlGetUniformBuffers


void *MOJOSHADER_mtlGetFunctionHandle(MOJOSHADER_mtlShader *shader)
{
    if (shader == NULL)
        return NULL;

    return shader->handle;
} // MOJOSHADER_mtlGetFunctionHandle


void MOJOSHADER_mtlEndFrame()
{
    ctx->totalUniformOffset = 0;
    ctx->vertexUniformOffset = 0;
    ctx->pixelUniformOffset = 0;
} // MOJOSHADER_mtlEndFrame


int MOJOSHADER_mtlGetVertexAttribLocation(MOJOSHADER_mtlShader *vert,
                                          MOJOSHADER_usage usage, int index)
{
    if (vert == NULL)
        return -1;

    for (int i = 0; i < vert->parseData->attribute_count; i++)
    {
        if (vert->parseData->attributes[i].usage == usage &&
            vert->parseData->attributes[i].index == index)
        {
            return i;
        } // if
    } // for

    // failure, couldn't find requested attribute
    return -1;
} // MOJOSHADER_mtlGetVertexAttribLocation


const char *MOJOSHADER_mtlGetError(void)
{
    return error_buffer;
} // MOJOSHADER_mtlGetError


void MOJOSHADER_mtlDeleteLibrary(void *library)
{
    msg(library, ctx->selRelease);
} // MOJOSHADER_mtlDeleteLibrary


void MOJOSHADER_mtlDeleteShader(MOJOSHADER_mtlShader *shader)
{
    if (shader != NULL)
    {
        if (shader->refcount > 1)
            shader->refcount--;
        else
        {
            msg(shader->handle, ctx->selRelease);
            MOJOSHADER_freeParseData(shader->parseData);
            ctx->free_fn(shader, ctx->malloc_data);
        } // else
    } // if
} // MOJOSHADER_mtlDeleteShader


void MOJOSHADER_mtlDestroyContext(MOJOSHADER_mtlContext *_ctx)
{
    MOJOSHADER_mtlContext *current_ctx = ctx;
    ctx = _ctx;

    if (ctx->ubo != NULL)
        msg(ctx->ubo, ctx->selRelease);

    if (ctx != NULL)
        ctx->free_fn(ctx, ctx->malloc_data);
    ctx = ((current_ctx == _ctx) ? NULL : current_ctx);
} // MOJOSHADER_mtlDestroyContext

#endif /* MOJOSHADER_EFFECT_SUPPORT */
#endif /* SUPPORT_PROFILE_METAL && PLATFORM_APPLE */

// end of mojoshader_metal.c ...