Basic shader compilation
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#include "Shader.h"
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#include "Graphics.h"
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#include "Graphics/slang-compile.h"
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#include "Metal/MTLLibrary.hpp"
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#include <slang.h>
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using namespace Seele;
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using namespace Seele::Metal;
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Shader::Shader(PGraphics graphics) : graphics(graphics) {}
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Shader::~Shader() {
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if (function) {
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function->release();
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library->release();
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}
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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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thread_local IRCompiler* pCompiler = nullptr;
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if(pCompiler == nullptr)
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{
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pCompiler = IRCompilerCreate();
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}
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IRCompilerSetEntryPointName(pCompiler, "main");
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IRObject* pDXIL = IRObjectCreateFromDXIL(kernelBlob->getBufferPointer(), kernelBlob->getBufferSize(), IRBytecodeOwnershipNone);
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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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if (!pOutIR)
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{
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// Inspect pError to determine cause.
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IRErrorDestroy( pError );
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}
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// Retrieve Metallib:
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MetaLibBinary* pMetallib = IRMetalLibBinaryCreate();
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IRObjectGetMetalLibBinary(pOutIR, stage, pMetallib);
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size_t metallibSize = IRMetalLibGetBytecodeSize(pMetallib);
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uint8_t* metallib = new uint8_t[metallibSize];
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IRMetalLibGetBytecode(pMetallib, metallib);
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// Store the metallib to custom format or disk, or use to create a MTLLibrary.
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NS::Error* __autoreleasing error = nil;
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dispatch_data_t data =
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dispatch_data_create(metallib, metallibSize, dispatch_get_main_queue(), NULL);
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library = graphics->getDevice()->newLibrary(data, &error);
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function = library->newFunction(NS::String::string("main", NS::ASCIIStringEncoding));
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delete [] metallib;
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IRMetalLibBinaryDestroy(pMetallib);
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IRObjectDestroy(pDXIL);
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IRObjectDestroy(pOutIR);
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IRCompilerDestroy(pCompiler);
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}
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