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https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
metal: implement storage buffer bindings
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@@ -237,6 +237,11 @@ static inline id<MTLSamplerState> getMTLSampler(love::graphics::Texture *tex)
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return tex ? (__bridge id<MTLSamplerState>)(void *) tex->getSamplerHandle() : nil;
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}
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static inline id<MTLBuffer> getMTLBuffer(love::graphics::Buffer *buffer)
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{
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return buffer ? (__bridge id<MTLBuffer>)(void *) buffer->getHandle() : nil;
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}
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static EShLanguage getGLSLangStage(ShaderStageType stage)
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{
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switch (stage)
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@@ -257,6 +262,7 @@ Shader::Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stag
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, localUniformBufferData(nullptr)
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, localUniformBufferSize(0)
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, builtinUniformDataOffset(0)
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, firstVertexBufferBinding(DEFAULT_VERTEX_BUFFER_BINDING + 1)
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{ @autoreleasepool {
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using namespace glslang;
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@@ -380,6 +386,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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std::map<std::string, int> varyings;
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int nextVaryingLocation = 0;
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int metalBufferIndices[SHADERSTAGE_MAX_ENUM];
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for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
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metalBufferIndices[i] = getUniformBufferBinding() + 1;
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metalBufferIndices[SHADERSTAGE_VERTEX] = DEFAULT_VERTEX_BUFFER_BINDING + 1;
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for (int stageindex = 0; stageindex < SHADERSTAGE_MAX_ENUM; stageindex++)
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{
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auto glslangstage = getGLSLangStage((ShaderStageType) stageindex);
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@@ -420,6 +431,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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u.name = resource.name;
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u.count = type.array.empty() ? 1 : type.array[0];
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u.isDepthSampler = type.image.depth;
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u.components = 1;
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switch (imagetype.basetype)
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{
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@@ -461,7 +473,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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break;
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}
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u.data = malloc(sizeof(int) * u.count);
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u.dataSize = sizeof(int) * u.count;
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u.data = malloc(u.dataSize);
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for (int i = 0; i < u.count; i++)
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u.ints[i] = -1; // Initialized below, after compiling.
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@@ -489,12 +502,13 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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for (const auto &resource : resources.uniform_buffers)
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{
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MSLResourceBinding binding;
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binding.stage = msl.get_execution_model();
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binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
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if (resource.name == "gl_DefaultUniformBlock")
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{
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MSLResourceBinding binding;
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binding.stage = msl.get_execution_model();
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binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
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binding.msl_buffer = getUniformBufferBinding();
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msl.add_msl_resource_binding(binding);
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@@ -527,6 +541,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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u.name = msl.get_member_name(type.self, uindex);
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u.dataSize = membersize;
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u.count = membertype.array.empty() ? 1 : membertype.array[0];
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u.components = 1;
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switch (membertype.basetype)
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{
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@@ -568,19 +583,60 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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builtinUniformInfo[builtin] = &uniforms[u.name];
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}
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}
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}
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else
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{
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binding.msl_buffer = metalBufferIndices[stageindex]++;
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msl.add_msl_resource_binding(binding);
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}
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}
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for (const auto &resource : resources.storage_buffers)
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{
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MSLResourceBinding binding;
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binding.stage = msl.get_execution_model();
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binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
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binding.msl_buffer = metalBufferIndices[stageindex]++;
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msl.add_msl_resource_binding(binding);
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auto it = uniforms.find(resource.name);
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if (it != uniforms.end())
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continue;
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const SPIRType &type = msl.get_type(resource.type_id);
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UniformInfo u = {};
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u.baseType = UNIFORM_STORAGEBUFFER;
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u.components = 1;
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u.name = resource.name;
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u.count = type.array.empty() ? 1 : type.array[0];
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const auto reflectionit = validationReflection.storageBuffers.find(u.name);
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if (reflectionit != validationReflection.storageBuffers.end())
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{
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u.bufferStride = reflectionit->second.stride;
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u.bufferMemberCount = reflectionit->second.memberCount;
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u.access = reflectionit->second.access;
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}
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else
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{
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// No reflection info - maybe glslang was better at detecting
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// dead code than the driver's compiler?
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continue;
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}
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// TODO
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u.buffers = new love::graphics::Buffer*[u.count];
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u.dataSize = sizeof(int) * u.count;
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u.data = malloc(u.dataSize);
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for (int i = 0; i < u.count; i++)
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{
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u.ints[i] = -1; // Initialized below, after compiling.
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u.buffers[i] = nullptr; // TODO
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}
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uniforms[u.name] = u;
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}
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if (stageindex == SHADERSTAGE_VERTEX)
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@@ -741,6 +797,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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printf("Error parsing SPIR-V shader source: %s\n", e.what());
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}
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}
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firstVertexBufferBinding = metalBufferIndices[SHADERSTAGE_VERTEX];
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}
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Shader::~Shader()
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@@ -896,6 +954,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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else if (storagebinding)
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{
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// TODO
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bufferBindings[info->ints[i]].buffer = getMTLBuffer(buffer);
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}
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}
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}
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@@ -947,7 +1006,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
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MTLRenderPipelineColorAttachmentDescriptor *attachment = desc.colorAttachments[i];
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if (@available(macOS 10.15, iOS 13, *))
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if (@available(macOS 10.15, iOS 13.0, *))
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{
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// We already don't really support metal on older systems, this just
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// silences a compiler warning about it.
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@@ -998,47 +1057,45 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
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}
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}
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MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
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const auto &attributes = key.vertexAttributes;
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for (const auto &pair : this->attributes)
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{
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MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
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const auto &attributes = key.vertexAttributes;
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int i = pair.second;
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uint32 bit = 1u << i;
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for (const auto &pair : this->attributes)
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if (attributes.enableBits & bit)
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{
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int i = pair.second;
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uint32 bit = 1u << i;
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const auto &attrib = attributes.attribs[i];
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int metalBufferIndex = firstVertexBufferBinding + attrib.bufferIndex;
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if (attributes.enableBits & bit)
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{
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const auto &attrib = attributes.attribs[i];
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int metalBufferIndex = attrib.bufferIndex + VERTEX_BUFFER_BINDING_START;
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vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
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vertdesc.attributes[i].offset = attrib.offsetFromVertex;
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vertdesc.attributes[i].bufferIndex = metalBufferIndex;
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vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
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vertdesc.attributes[i].offset = attrib.offsetFromVertex;
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vertdesc.attributes[i].bufferIndex = metalBufferIndex;
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const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
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const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
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bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
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auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
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bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
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auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
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vertdesc.layouts[metalBufferIndex].stride = layout.stride;
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vertdesc.layouts[metalBufferIndex].stepFunction = step;
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}
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else
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{
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vertdesc.attributes[i].format = MTLVertexFormatFloat4;
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vertdesc.attributes[i].offset = 0;
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vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
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}
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vertdesc.layouts[metalBufferIndex].stride = layout.stride;
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vertdesc.layouts[metalBufferIndex].stepFunction = step;
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}
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else
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{
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vertdesc.attributes[i].format = MTLVertexFormatFloat4;
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vertdesc.attributes[i].offset = 0;
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vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
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desc.vertexDescriptor = vertdesc;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
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vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
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}
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}
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desc.vertexDescriptor = vertdesc;
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NSError *err = nil;
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id<MTLRenderPipelineState> pipeline = [device newRenderPipelineStateWithDescriptor:desc error:&err];
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