MSL Binding Model description
Might need tweaks/adjustments
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@ -9,6 +9,35 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class Declarations
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{
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/*
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* Description of MSL Binding Strategy
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*
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* There are a few fundamental differences between how GLSL and MSL handle I/O.
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* This comment will set out to describe the reasons why things are done certain ways
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* and to describe the overall binding model that we're striving for here.
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*
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* Main I/O Structs
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*
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* Each stage will have a main input and output struct labeled as [Stage][In/Out], i.e VertexIn.
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* Every attribute within these structs will be labeled with an [[attribute(n)]] property,
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* and the overall struct will be labeled with [[stage_in]] for input structs, and defined as the
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* output type of the main shader function for the output struct. This struct also contains special
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* attribute-based properties like [[position]], therefore these are not confined to 'user-defined' variables.
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*
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* Samplers & Textures
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*
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* Metal does not have a combined image sampler like sampler2D in GLSL, as a result we need to bind
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* an individual texture and a sampler object for each instance of a combined image sampler.
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* As a result, the binding indices of straight up textures (i.e. without a sampler) start
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* after the last sampler/texture pair.
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*
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* Uniforms
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*
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* MSL does not have a concept of uniforms comparable to that of GLSL. As a result, instead of
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* being declared outside of any function body, uniforms are part of the function signature in MSL.
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* This applies to anything bound to the shader not included in the main I/O structs.
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*/
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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{
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context.AppendLine("#include <metal_stdlib>");
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