floooh / sokol-tools

Command line tools for use with sokol headers
MIT License
229 stars 57 forks source link

New attempt at D language generator. #128

Closed floooh closed 5 months ago

floooh commented 5 months ago

...rewrite of https://github.com/floooh/sokol-tools/pull/115 for the new code generator structure.

floooh commented 5 months ago

@kassane can you have a quick look? Example output looks like this.

Haven't tried building yet, because ldc2 currently seems to be broken on macOS (it crashes with Symbol not found: __ZN4llvm10PGOOptionsC1ENSt3__112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEES7_S7_S7_NS_18IntrusiveRefCntPtrINS_3vfs10FileSystemEEENS0_9PGOActionENS0_11CSPGOActionEbb)

PS: ok that problem was fixed by manually installing llvm@17, looks like the homebrew recipe is missing a dependency.

module shaders.ssbo;
import sg = sokol.gfx;
extern(C):

/*
    #version:1# (machine generated, don't edit!)

    Generated by sokol-shdc (https://github.com/floooh/sokol-tools)

    Cmdline:
        sokol-shdc -i /Users/floh/projects/sokol-tools/test/ssbo.glsl -o /Users/floh/scratch/bla.d -l metal_macos:hlsl5:glsl430 -f sokol_d

    Overview:
    =========
    Shader program: 'ssbo':
        Get shader desc: ssbo_shader_desc(sg.query_backend());
        Vertex shader: vs
            Attributes:
            Uniform block 'vs_params':
                D struct: VsParams
                Bind slot: SLOT_VS_PARAMS => 0
            Storage buffer 'ssbo':
                D struct: Ssbo
                Bind slot: SLOT_SSBO => 0
        Fragment shader: fs
*/
enum SLOT_VS_PARAMS = 0;
enum SLOT_SSBO = 0;
struct VsParams {
    align(16) float[16] mvp;
}
struct SbVertex {
    align(16) float[4] pos;
    align(1) float[4] color;
}
/*
    #version 430

    struct sb_vertex
    {
        vec4 pos;
        vec4 color;
    };

    uniform vec4 vs_params[4];
    layout(binding = 0, std430) readonly buffer ssbo
    {
        sb_vertex vtx[];
    } _27;

    layout(location = 0) out vec4 color;

    void main()
    {
        gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * _27.vtx[gl_VertexID].pos;
        color = _27.vtx[gl_VertexID].color;
    }

*/
__gshared char[377] VS_SOURCE_GLSL430 = [
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];
/*
    #version 430

    layout(location = 0) out vec4 frag_color;
    layout(location = 0) in vec4 color;

    void main()
    {
        frag_color = color;
    }

*/
__gshared char[135] FS_SOURCE_GLSL430 = [
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];
/*
    struct sb_vertex
    {
        float4 pos;
        float4 color;
    };

    cbuffer vs_params : register(b0)
    {
        row_major float4x4 _19_mvp : packoffset(c0);
    };

    ByteAddressBuffer _27 : register(t16);

    static float4 gl_Position;
    static int gl_VertexIndex;
    static float4 color;

    struct SPIRV_Cross_Input
    {
        uint gl_VertexIndex : SV_VertexID;
    };

    struct SPIRV_Cross_Output
    {
        float4 color : TEXCOORD0;
        float4 gl_Position : SV_Position;
    };

    void vert_main()
    {
        gl_Position = mul(asfloat(_27.Load4(gl_VertexIndex * 32 + 0)), _19_mvp);
        color = asfloat(_27.Load4(gl_VertexIndex * 32 + 16));
    }

    SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
    {
        gl_VertexIndex = int(stage_input.gl_VertexIndex);
        vert_main();
        SPIRV_Cross_Output stage_output;
        stage_output.gl_Position = gl_Position;
        stage_output.color = color;
        return stage_output;
    }
*/
__gshared char[857] VS_SOURCE_HLSL5 = [
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];
/*
    static float4 frag_color;
    static float4 color;

    struct SPIRV_Cross_Input
    {
        float4 color : TEXCOORD0;
    };

    struct SPIRV_Cross_Output
    {
        float4 frag_color : SV_Target0;
    };

    void frag_main()
    {
        frag_color = color;
    }

    SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
    {
        color = stage_input.color;
        frag_main();
        SPIRV_Cross_Output stage_output;
        stage_output.frag_color = frag_color;
        return stage_output;
    }
*/
__gshared char[435] FS_SOURCE_HLSL5 = [
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];
/*
    #include <metal_stdlib>
    #include <simd/simd.h>

    using namespace metal;

    struct vs_params
    {
        float4x4 mvp;
    };

    struct sb_vertex
    {
        float4 pos;
        float4 color;
    };

    struct ssbo
    {
        sb_vertex vtx[1];
    };

    struct main0_out
    {
        float4 color [[user(locn0)]];
        float4 gl_Position [[position]];
    };

    vertex main0_out main0(constant vs_params& _19 [[buffer(0)]], const device ssbo& _27 [[buffer(12)]], uint gl_VertexIndex [[vertex_id]])
    {
        main0_out out = {};
        out.gl_Position = _19.mvp * _27.vtx[int(gl_VertexIndex)].pos;
        out.color = _27.vtx[int(gl_VertexIndex)].color;
        return out;
    }

*/
__gshared char[604] VS_SOURCE_METAL_MACOS = [
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];
/*
    #include <metal_stdlib>
    #include <simd/simd.h>

    using namespace metal;

    struct main0_out
    {
        float4 frag_color [[color(0)]];
    };

    struct main0_in
    {
        float4 color [[user(locn0)]];
    };

    fragment main0_out main0(main0_in in [[stage_in]])
    {
        main0_out out = {};
        out.frag_color = in.color;
        return out;
    }

*/
__gshared char[315] FS_SOURCE_METAL_MACOS = [
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];
sg.ShaderDesc ssbo_shader_desc(sg.Backend backend) @trusted @nogc nothrow {
    sg.ShaderDesc desc;
    desc.label = "ssbo_shader";
    switch (backend) {
        case sg.Backend.Glcore:
            desc.vs.source = &VS_SOURCE_GLSL430[0];
            desc.vs.entry = "main";
            desc.vs.uniform_blocks[0].size = 64;
            desc.vs.uniform_blocks[0].layout = sg.UniformLayout.Std140;
            desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
            desc.vs.uniform_blocks[0].uniforms[0].type = sg.UniformType.Float4;
            desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
            desc.vs.storage_buffers[0].used = true;
            desc.vs.storage_buffers[0].readonly = true;
            desc.fs.source = &FS_SOURCE_GLSL430[0];
            desc.fs.entry = "main";
            break;
        case sg.Backend.D3d11:
            desc.vs.source = &VS_SOURCE_HLSL5[0];
            desc.vs.d3d11_target = "vs_5_0";
            desc.vs.entry = "main";
            desc.vs.uniform_blocks[0].size = 64;
            desc.vs.uniform_blocks[0].layout = sg.UniformLayout.Std140;
            desc.vs.storage_buffers[0].used = true;
            desc.vs.storage_buffers[0].readonly = true;
            desc.fs.source = &FS_SOURCE_HLSL5[0];
            desc.fs.d3d11_target = "ps_5_0";
            desc.fs.entry = "main";
            break;
        case sg.Backend.Metal_macos:
            desc.vs.source = &VS_SOURCE_METAL_MACOS[0];
            desc.vs.entry = "main0";
            desc.vs.uniform_blocks[0].size = 64;
            desc.vs.uniform_blocks[0].layout = sg.UniformLayout.Std140;
            desc.vs.storage_buffers[0].used = true;
            desc.vs.storage_buffers[0].readonly = true;
            desc.fs.source = &FS_SOURCE_METAL_MACOS[0];
            desc.fs.entry = "main0";
            break;
        default: break;
    }
    return desc;
}