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Update binding model description comment
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@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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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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* Description of MSL Binding Model
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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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@ -19,24 +19,42 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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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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* Each stage has a main input and output struct (if applicable) labeled as [Stage][In/Out], i.e VertexIn.
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* Every field within these structs is labeled with an [[attribute(n)]] property,
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* and the overall struct is 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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* attribute-based properties like [[position]] that would be "built-ins" in a GLSL context.
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*
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* These structs are passed as inputs to all inline functions due to containing "built-ins"
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* that inline functions assume access to.
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*
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* Vertex & Zero Buffers
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*
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* Binding indices 0-16 are reserved for vertex buffers, and binding 18 is reserved for the zero buffer.
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*
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* Uniforms & Storage Buffers
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*
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* Uniforms and storage buffers are tightly packed into their respective argument buffers
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* (effectively ignoring binding indices at shader level), with each pointer to the corresponding
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* struct that defines the layout and fields of these buffers (usually just a single data array), laid
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* out one after the other in ascending order of their binding index.
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*
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* The uniforms argument buffer is always bound at a fixed index of 20.
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* The storage buffers argument buffer is always bound at a fixed index of 21.
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*
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* These structs are passed as inputs to all inline functions as in GLSL or SPIRV,
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* uniforms and storage buffers would be globals, and inline functions assume access to these buffers.
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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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* Therefore, the binding indices of straight up textures (i.e. without a sampler) must start
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* after the last sampler/texture pair (n + Number of Pairs).
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* Samplers and textures are bound in a shared argument buffer. This argument buffer is tightly packed
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* (effectively ignoring binding indices at shader level), with texture and their samplers (if present)
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* laid out one after the other in ascending order of their binding index.
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*
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* Uniforms
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* The samplers and textures argument buffer is always bound at a fixed index of 22.
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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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