metal: implement storage buffer bindings

This commit is contained in:
Alex Szpakowski
2021-12-25 14:21:45 -04:00
parent c6e4cfdc64
commit 30fe00d767
3 changed files with 124 additions and 50 deletions
+95 -38
View File
@@ -237,6 +237,11 @@ static inline id<MTLSamplerState> getMTLSampler(love::graphics::Texture *tex)
return tex ? (__bridge id<MTLSamplerState>)(void *) tex->getSamplerHandle() : nil;
}
static inline id<MTLBuffer> getMTLBuffer(love::graphics::Buffer *buffer)
{
return buffer ? (__bridge id<MTLBuffer>)(void *) buffer->getHandle() : nil;
}
static EShLanguage getGLSLangStage(ShaderStageType stage)
{
switch (stage)
@@ -257,6 +262,7 @@ Shader::Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stag
, localUniformBufferData(nullptr)
, localUniformBufferSize(0)
, builtinUniformDataOffset(0)
, firstVertexBufferBinding(DEFAULT_VERTEX_BUFFER_BINDING + 1)
{ @autoreleasepool {
using namespace glslang;
@@ -380,6 +386,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
std::map<std::string, int> varyings;
int nextVaryingLocation = 0;
int metalBufferIndices[SHADERSTAGE_MAX_ENUM];
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
metalBufferIndices[i] = getUniformBufferBinding() + 1;
metalBufferIndices[SHADERSTAGE_VERTEX] = DEFAULT_VERTEX_BUFFER_BINDING + 1;
for (int stageindex = 0; stageindex < SHADERSTAGE_MAX_ENUM; stageindex++)
{
auto glslangstage = getGLSLangStage((ShaderStageType) stageindex);
@@ -420,6 +431,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
u.name = resource.name;
u.count = type.array.empty() ? 1 : type.array[0];
u.isDepthSampler = type.image.depth;
u.components = 1;
switch (imagetype.basetype)
{
@@ -461,7 +473,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
break;
}
u.data = malloc(sizeof(int) * u.count);
u.dataSize = sizeof(int) * u.count;
u.data = malloc(u.dataSize);
for (int i = 0; i < u.count; i++)
u.ints[i] = -1; // Initialized below, after compiling.
@@ -489,12 +502,13 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
for (const auto &resource : resources.uniform_buffers)
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
if (resource.name == "gl_DefaultUniformBlock")
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
binding.msl_buffer = getUniformBufferBinding();
msl.add_msl_resource_binding(binding);
@@ -527,6 +541,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
u.name = msl.get_member_name(type.self, uindex);
u.dataSize = membersize;
u.count = membertype.array.empty() ? 1 : membertype.array[0];
u.components = 1;
switch (membertype.basetype)
{
@@ -568,19 +583,60 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
builtinUniformInfo[builtin] = &uniforms[u.name];
}
}
}
else
{
binding.msl_buffer = metalBufferIndices[stageindex]++;
msl.add_msl_resource_binding(binding);
}
}
for (const auto &resource : resources.storage_buffers)
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
binding.msl_buffer = metalBufferIndices[stageindex]++;
msl.add_msl_resource_binding(binding);
auto it = uniforms.find(resource.name);
if (it != uniforms.end())
continue;
const SPIRType &type = msl.get_type(resource.type_id);
UniformInfo u = {};
u.baseType = UNIFORM_STORAGEBUFFER;
u.components = 1;
u.name = resource.name;
u.count = type.array.empty() ? 1 : type.array[0];
const auto reflectionit = validationReflection.storageBuffers.find(u.name);
if (reflectionit != validationReflection.storageBuffers.end())
{
u.bufferStride = reflectionit->second.stride;
u.bufferMemberCount = reflectionit->second.memberCount;
u.access = reflectionit->second.access;
}
else
{
// No reflection info - maybe glslang was better at detecting
// dead code than the driver's compiler?
continue;
}
// TODO
u.buffers = new love::graphics::Buffer*[u.count];
u.dataSize = sizeof(int) * u.count;
u.data = malloc(u.dataSize);
for (int i = 0; i < u.count; i++)
{
u.ints[i] = -1; // Initialized below, after compiling.
u.buffers[i] = nullptr; // TODO
}
uniforms[u.name] = u;
}
if (stageindex == SHADERSTAGE_VERTEX)
@@ -741,6 +797,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
printf("Error parsing SPIR-V shader source: %s\n", e.what());
}
}
firstVertexBufferBinding = metalBufferIndices[SHADERSTAGE_VERTEX];
}
Shader::~Shader()
@@ -896,6 +954,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
else if (storagebinding)
{
// TODO
bufferBindings[info->ints[i]].buffer = getMTLBuffer(buffer);
}
}
}
@@ -947,7 +1006,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
MTLRenderPipelineColorAttachmentDescriptor *attachment = desc.colorAttachments[i];
if (@available(macOS 10.15, iOS 13, *))
if (@available(macOS 10.15, iOS 13.0, *))
{
// We already don't really support metal on older systems, this just
// silences a compiler warning about it.
@@ -998,47 +1057,45 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
}
}
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
const auto &attributes = key.vertexAttributes;
for (const auto &pair : this->attributes)
{
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
const auto &attributes = key.vertexAttributes;
int i = pair.second;
uint32 bit = 1u << i;
for (const auto &pair : this->attributes)
if (attributes.enableBits & bit)
{
int i = pair.second;
uint32 bit = 1u << i;
const auto &attrib = attributes.attribs[i];
int metalBufferIndex = firstVertexBufferBinding + attrib.bufferIndex;
if (attributes.enableBits & bit)
{
const auto &attrib = attributes.attribs[i];
int metalBufferIndex = attrib.bufferIndex + VERTEX_BUFFER_BINDING_START;
vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
vertdesc.attributes[i].offset = attrib.offsetFromVertex;
vertdesc.attributes[i].bufferIndex = metalBufferIndex;
vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
vertdesc.attributes[i].offset = attrib.offsetFromVertex;
vertdesc.attributes[i].bufferIndex = metalBufferIndex;
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
vertdesc.layouts[metalBufferIndex].stride = layout.stride;
vertdesc.layouts[metalBufferIndex].stepFunction = step;
}
else
{
vertdesc.attributes[i].format = MTLVertexFormatFloat4;
vertdesc.attributes[i].offset = 0;
vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
}
vertdesc.layouts[metalBufferIndex].stride = layout.stride;
vertdesc.layouts[metalBufferIndex].stepFunction = step;
}
else
{
vertdesc.attributes[i].format = MTLVertexFormatFloat4;
vertdesc.attributes[i].offset = 0;
vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
desc.vertexDescriptor = vertdesc;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
}
}
desc.vertexDescriptor = vertdesc;
NSError *err = nil;
id<MTLRenderPipelineState> pipeline = [device newRenderPipelineStateWithDescriptor:desc error:&err];