Trying to fix metal shader compilation
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@@ -6,6 +6,7 @@
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#include "Graphics/slang-compile.h"
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#include "Metal/MTLDevice.hpp"
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#include "Metal/MTLLibrary.hpp"
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#include "Descriptor.h"
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#include <fstream>
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#include <iostream>
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#include <metal_irconverter/metal_irconverter.h>
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@@ -24,16 +25,75 @@ Shader::~Shader() {
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}
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void Shader::create(const ShaderCreateInfo& createInfo) {
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Slang::ComPtr<slang::IBlob> kernelBlob = generateShader(createInfo, SLANG_DXIL);
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Map<std::string, uint32> test;
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Slang::ComPtr<slang::IBlob> kernelBlob = generateShader(createInfo, SLANG_DXIL, test);
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hash = CRC::Calculate(kernelBlob->getBufferPointer(), kernelBlob->getBufferSize(), CRC::CRC_32());
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IRCompiler* pCompiler = IRCompilerCreate();
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IRCompilerSetMinimumGPUFamily(pCompiler, IRGPUFamilyMetal3);
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IRCompilerIgnoreRootSignature(pCompiler, true);
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IRCompilerSetEntryPointName(pCompiler, "main");
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IRObject* pDXIL = IRObjectCreateFromDXIL((const uint8*)kernelBlob->getBufferPointer(), kernelBlob->getBufferSize(),
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IRBytecodeOwnershipNone);
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// Compile DXIL to Metal IR:
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IRVersionedRootSignatureDescriptor descriptor;
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descriptor.version = IRRootSignatureVersion_1_1;
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Map<std::string, Gfx::PDescriptorLayout> layouts =createInfo.rootSignature->getLayouts();
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descriptor.desc_1_1.NumParameters = layouts.size();
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descriptor.desc_1_1.NumStaticSamplers = 0;
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descriptor.desc_1_1.pStaticSamplers = nullptr;
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Array<IRRootParameter1> parameters;
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// each layout has an array for its bindings
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Array<Array<IRDescriptorRange1>> ranges;
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for(const auto& [name, layout] : layouts)
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{
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uint32 textureReg = 0; // SRV
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uint32 samplerReg = 0; // Sampler
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uint32 uavReg = 0; // UAV
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uint32 constantReg = 0; // CBV
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auto& bindingRanges = ranges.add();
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for(auto binding : layout->getBindings())
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{
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IRDescriptorRangeType type;
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uint32 reg = 0;
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switch(binding.descriptorType)
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{
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case Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
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case Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER:
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type = IRDescriptorRangeTypeSRV;
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reg = textureReg++;
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break;
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case Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER:
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case Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
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type = IRDescriptorRangeTypeCBV;
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reg = constantReg++;
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break;
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case Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
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case Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE:
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type = IRDescriptorRangeTypeUAV;
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reg = uavReg++;
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break;
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default: throw std::logic_error("Not implemented");
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};
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bindingRanges.add() = IRDescriptorRange1{
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.BaseShaderRegister = reg,
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.NumDescriptors = binding.descriptorCount,
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.RangeType = type,
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.RegisterSpace = createInfo.rootSignature->findParameter(name),
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};
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}
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parameters.add() = IRRootParameter1{
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.ParameterType = IRRootParameterTypeDescriptorTable,
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.DescriptorTable = IRRootDescriptorTable1{ .NumDescriptorRanges = (uint32)(bindingRanges.size()), bindingRanges.data() },
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.ShaderVisibility = IRShaderVisibilityAll,
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};
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}
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IRError* signatureError = nullptr;
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descriptor.desc_1_1.NumParameters = parameters.size();
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descriptor.desc_1_1.pParameters = parameters.data();
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IRRootSignature* rootSignature = IRRootSignatureCreateFromDescriptor(&descriptor, &signatureError);
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assert(rootSignature);
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IRCompilerSetGlobalRootSignature(pCompiler, rootSignature);
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// Compile DXIL to Metal IR:
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IRError* pError = nullptr;
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IRObject* pOutIR = IRCompilerAllocCompileAndLink(pCompiler, NULL, pDXIL, &pError);
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@@ -63,7 +123,13 @@ void Shader::create(const ShaderCreateInfo& createInfo) {
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IRMetalLibBinary* pMetallib = IRMetalLibBinaryCreate();
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IRObjectGetMetalLibBinary(pOutIR, irStage, pMetallib);
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dispatch_data_t data = IRMetalLibGetBytecodeData(pMetallib);
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IRShaderReflection* reflection = IRShaderReflectionCreate();
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IRObjectGetReflection(pOutIR, irStage, reflection);
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std::cout << " NumRes: " << IRShaderReflectionGetResourceCount(reflection) << std::endl;
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std::cout << IRShaderReflectionAllocStringAndSerialize(reflection) << std::endl;
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IRShaderReflectionDestroy(reflection);
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// Store the metallib to custom format or disk, or use to create a MTLLibrary.
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NS::Error* error;
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library = graphics->getDevice()->newLibrary(data, &error);
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@@ -78,4 +144,4 @@ void Shader::create(const ShaderCreateInfo& createInfo) {
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IRCompilerDestroy(pCompiler);
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}
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uint32 Shader::getShaderHash() const { return hash; }
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uint32 Shader::getShaderHash() const { return hash; }
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