@ -355,7 +355,7 @@ public:
|
||||
DIRTY_NONE = 0b0000'0000,
|
||||
DIRTY_PIPELINE = 0b0000'0001, //! pipeline state
|
||||
DIRTY_UNIFORMS = 0b0000'0010, //! uniform sets
|
||||
DIRTY_DEPTH = 0b0000'0100, //! depth / stenci state
|
||||
DIRTY_DEPTH = 0b0000'0100, //! depth / stencil state
|
||||
DIRTY_VERTEX = 0b0000'1000, //! vertex buffers
|
||||
DIRTY_VIEWPORT = 0b0001'0000, //! viewport rectangles
|
||||
DIRTY_SCISSOR = 0b0010'0000, //! scissor rectangles
|
||||
@ -625,8 +625,11 @@ struct API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) UniformSet {
|
||||
struct ShaderCacheEntry;
|
||||
|
||||
enum class ShaderLoadStrategy {
|
||||
DEFAULT,
|
||||
IMMEDIATE,
|
||||
LAZY,
|
||||
|
||||
/// The default strategy is to load the shader immediately.
|
||||
DEFAULT = IMMEDIATE,
|
||||
};
|
||||
|
||||
/// A Metal shader library.
|
||||
|
||||
@ -597,37 +597,40 @@ void MDCommandBuffer::_render_clear_render_area() {
|
||||
MDRenderPass const &pass = *render.pass;
|
||||
MDSubpass const &subpass = render.get_subpass();
|
||||
|
||||
// First determine attachments that should be cleared.
|
||||
LocalVector<RDD::AttachmentClear> clears;
|
||||
clears.reserve(subpass.color_references.size() + /* possible depth stencil clear */ 1);
|
||||
|
||||
for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
|
||||
uint32_t idx = subpass.color_references[i].attachment;
|
||||
if (idx != RDD::AttachmentReference::UNUSED && pass.attachments[idx].shouldClear(subpass, false)) {
|
||||
clears.push_back({ .aspect = RDD::TEXTURE_ASPECT_COLOR_BIT, .color_attachment = idx, .value = render.clear_values[idx] });
|
||||
}
|
||||
}
|
||||
uint32_t ds_index = subpass.depth_stencil_reference.attachment;
|
||||
bool shouldClearDepth = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, false));
|
||||
bool shouldClearStencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
|
||||
if (shouldClearDepth || shouldClearStencil) {
|
||||
MDAttachment const &attachment = pass.attachments[ds_index];
|
||||
BitField<RDD::TextureAspectBits> bits = {};
|
||||
if (shouldClearDepth && attachment.type & MDAttachmentType::Depth) {
|
||||
bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);
|
||||
}
|
||||
if (shouldClearStencil && attachment.type & MDAttachmentType::Stencil) {
|
||||
bits.set_flag(RDD::TEXTURE_ASPECT_STENCIL_BIT);
|
||||
}
|
||||
bool clear_depth = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, false));
|
||||
bool clear_stencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
|
||||
|
||||
clears.push_back({ .aspect = bits, .color_attachment = ds_index, .value = render.clear_values[ds_index] });
|
||||
}
|
||||
|
||||
if (clears.is_empty()) {
|
||||
uint32_t color_count = subpass.color_references.size();
|
||||
uint32_t clear_count = color_count + (clear_depth || clear_stencil ? 1 : 0);
|
||||
if (clear_count == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
render_clear_attachments(clears, { render.render_area });
|
||||
RDD::AttachmentClear *clears = ALLOCA_ARRAY(RDD::AttachmentClear, clear_count);
|
||||
uint32_t clears_idx = 0;
|
||||
|
||||
for (uint32_t i = 0; i < color_count; i++) {
|
||||
uint32_t idx = subpass.color_references[i].attachment;
|
||||
if (idx != RDD::AttachmentReference::UNUSED && pass.attachments[idx].shouldClear(subpass, false)) {
|
||||
clears[clears_idx++] = { .aspect = RDD::TEXTURE_ASPECT_COLOR_BIT, .color_attachment = idx, .value = render.clear_values[idx] };
|
||||
}
|
||||
}
|
||||
|
||||
if (clear_depth || clear_stencil) {
|
||||
MDAttachment const &attachment = pass.attachments[ds_index];
|
||||
BitField<RDD::TextureAspectBits> bits = {};
|
||||
if (clear_depth && attachment.type & MDAttachmentType::Depth) {
|
||||
bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);
|
||||
}
|
||||
if (clear_stencil && attachment.type & MDAttachmentType::Stencil) {
|
||||
bits.set_flag(RDD::TEXTURE_ASPECT_STENCIL_BIT);
|
||||
}
|
||||
|
||||
clears[clears_idx++] = { .aspect = bits, .color_attachment = ds_index, .value = render.clear_values[ds_index] };
|
||||
}
|
||||
|
||||
render_clear_attachments(VectorView(clears, clear_count), { render.render_area });
|
||||
}
|
||||
|
||||
void MDCommandBuffer::render_next_subpass() {
|
||||
@ -1448,9 +1451,9 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
|
||||
|
||||
for (uint32_t i = 0; i < uniforms.size(); i++) {
|
||||
RDD::BoundUniform const &uniform = uniforms[i];
|
||||
UniformInfo ui = set.uniforms[i];
|
||||
const UniformInfo &ui = set.uniforms[i];
|
||||
|
||||
BindingInfo *bi = ui.bindings.getptr(stage);
|
||||
const BindingInfo *bi = ui.bindings.getptr(stage);
|
||||
if (bi == nullptr) {
|
||||
// No binding for this stage.
|
||||
continue;
|
||||
@ -1481,7 +1484,7 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
|
||||
textures[j] = texture;
|
||||
add_usage(texture, stage, bi->usage);
|
||||
}
|
||||
BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
|
||||
const BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
|
||||
if (sbi) {
|
||||
[enc setSamplerStates:samplers withRange:NSMakeRange(sbi->index, count)];
|
||||
}
|
||||
@ -1510,7 +1513,7 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
|
||||
id<MTLTexture> obj = rid::get(uniform.ids[0]);
|
||||
[enc setTexture:obj atIndex:bi->index];
|
||||
add_usage(obj, stage, bi->usage);
|
||||
BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
|
||||
const BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
|
||||
if (sbi) {
|
||||
id<MTLTexture> tex = obj.parentTexture ? obj.parentTexture : obj;
|
||||
id<MTLBuffer> buf = tex.buffer;
|
||||
@ -1976,7 +1979,7 @@ void ShaderCacheEntry::notify_free() const {
|
||||
options:(MTLCompileOptions *)options
|
||||
strategy:(ShaderLoadStrategy)strategy {
|
||||
switch (strategy) {
|
||||
case ShaderLoadStrategy::DEFAULT:
|
||||
case ShaderLoadStrategy::IMMEDIATE:
|
||||
[[fallthrough]];
|
||||
default:
|
||||
return [[MDImmediateLibrary alloc] initWithCacheEntry:entry device:device source:source options:options];
|
||||
|
||||
@ -2479,6 +2479,8 @@ RDD::ShaderID RenderingDeviceDriverMetal::shader_create_from_bytecode(const Vect
|
||||
options.languageVersion = binary_data.get_msl_version();
|
||||
HashMap<ShaderStage, MDLibrary *> libraries;
|
||||
|
||||
r_name = String(binary_data.shader_name.ptr());
|
||||
|
||||
for (ShaderStageData &shader_data : binary_data.stages) {
|
||||
r_shader_desc.stages.push_back(shader_data.stage);
|
||||
|
||||
@ -2535,7 +2537,7 @@ RDD::ShaderID RenderingDeviceDriverMetal::shader_create_from_bytecode(const Vect
|
||||
su.stages = (ShaderStage)(uint8_t)uniform.stages;
|
||||
uset.write[i] = su;
|
||||
|
||||
UniformInfo ui;
|
||||
UniformInfo &ui = set.uniforms[i];
|
||||
ui.binding = uniform.binding;
|
||||
ui.active_stages = uniform.active_stages;
|
||||
for (KeyValue<RDC::ShaderStage, BindingInfo> &kv : uniform.bindings) {
|
||||
@ -2544,7 +2546,6 @@ RDD::ShaderID RenderingDeviceDriverMetal::shader_create_from_bytecode(const Vect
|
||||
for (KeyValue<RDC::ShaderStage, BindingInfo> &kv : uniform.bindings_secondary) {
|
||||
ui.bindings_secondary.insert(kv.key, kv.value);
|
||||
}
|
||||
set.uniforms[i] = ui;
|
||||
}
|
||||
}
|
||||
for (UniformSetData &uniform_set : binary_data.uniforms) {
|
||||
@ -3550,17 +3551,22 @@ RDD::PipelineID RenderingDeviceDriverMetal::render_pipeline_create(
|
||||
desc.alphaToCoverageEnabled = p_multisample_state.enable_alpha_to_coverage;
|
||||
desc.alphaToOneEnabled = p_multisample_state.enable_alpha_to_one;
|
||||
|
||||
// Depth stencil.
|
||||
if (p_depth_stencil_state.enable_depth_test && desc.depthAttachmentPixelFormat != MTLPixelFormatInvalid) {
|
||||
pipeline->raster_state.depth_test.enabled = true;
|
||||
// Depth buffer.
|
||||
bool depth_enabled = p_depth_stencil_state.enable_depth_test && desc.depthAttachmentPixelFormat != MTLPixelFormatInvalid;
|
||||
bool stencil_enabled = p_depth_stencil_state.enable_stencil && desc.stencilAttachmentPixelFormat != MTLPixelFormatInvalid;
|
||||
|
||||
if (depth_enabled || stencil_enabled) {
|
||||
MTLDepthStencilDescriptor *ds_desc = [MTLDepthStencilDescriptor new];
|
||||
|
||||
pipeline->raster_state.depth_test.enabled = depth_enabled;
|
||||
ds_desc.depthWriteEnabled = p_depth_stencil_state.enable_depth_write;
|
||||
ds_desc.depthCompareFunction = COMPARE_OPERATORS[p_depth_stencil_state.depth_compare_operator];
|
||||
if (p_depth_stencil_state.enable_depth_range) {
|
||||
WARN_PRINT("unsupported: depth range");
|
||||
}
|
||||
|
||||
if (p_depth_stencil_state.enable_stencil) {
|
||||
if (stencil_enabled) {
|
||||
pipeline->raster_state.stencil.enabled = true;
|
||||
pipeline->raster_state.stencil.front_reference = p_depth_stencil_state.front_op.reference;
|
||||
pipeline->raster_state.stencil.back_reference = p_depth_stencil_state.back_op.reference;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user