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605 lines
18 KiB
Plaintext
605 lines
18 KiB
Plaintext
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Shader.h"
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#include "Graphics.h"
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#include "common/int.h"
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// glslang
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#include "libraries/glslang/glslang/Public/ShaderLang.h"
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#include "libraries/glslang/SPIRV/GlslangToSpv.h"
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#include "libraries/spirv_cross/spirv_msl.hpp"
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#include "libraries/spirv_cross/spirv_reflect.hpp"
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#include <algorithm>
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namespace love
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{
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namespace graphics
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{
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namespace metal
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{
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static_assert(MAX_COLOR_RENDER_TARGETS <= 8, "Metal pipeline cache key only stores 8 render target pixel formats.");
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static MTLVertexFormat getMTLVertexFormat(DataFormat format)
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{
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switch (format)
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{
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case DATAFORMAT_FLOAT: return MTLVertexFormatFloat;
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case DATAFORMAT_FLOAT_VEC2: return MTLVertexFormatFloat2;
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case DATAFORMAT_FLOAT_VEC3: return MTLVertexFormatFloat3;
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case DATAFORMAT_FLOAT_VEC4: return MTLVertexFormatFloat4;
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case DATAFORMAT_INT32: return MTLVertexFormatInt;
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case DATAFORMAT_INT32_VEC2: return MTLVertexFormatInt2;
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case DATAFORMAT_INT32_VEC3: return MTLVertexFormatInt3;
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case DATAFORMAT_INT32_VEC4: return MTLVertexFormatInt4;
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case DATAFORMAT_UINT32: return MTLVertexFormatUInt;
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case DATAFORMAT_UINT32_VEC2: return MTLVertexFormatUInt2;
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case DATAFORMAT_UINT32_VEC3: return MTLVertexFormatUInt3;
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case DATAFORMAT_UINT32_VEC4: return MTLVertexFormatUInt4;
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case DATAFORMAT_SNORM8_VEC4: return MTLVertexFormatChar4Normalized;
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case DATAFORMAT_UNORM8_VEC4: return MTLVertexFormatUChar4Normalized;
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case DATAFORMAT_INT8_VEC4: return MTLVertexFormatChar4;
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case DATAFORMAT_UINT8_VEC4: return MTLVertexFormatUChar4;
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case DATAFORMAT_SNORM16_VEC2: return MTLVertexFormatShort2Normalized;
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case DATAFORMAT_SNORM16_VEC4: return MTLVertexFormatShort4Normalized;
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case DATAFORMAT_UNORM16_VEC2: return MTLVertexFormatUShort2Normalized;
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case DATAFORMAT_UNORM16_VEC4: return MTLVertexFormatUShort4Normalized;
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case DATAFORMAT_INT16_VEC2: return MTLVertexFormatShort2;
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case DATAFORMAT_INT16_VEC4: return MTLVertexFormatShort4;
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case DATAFORMAT_UINT16: return MTLVertexFormatUShort;
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case DATAFORMAT_UINT16_VEC2: return MTLVertexFormatUShort2;
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case DATAFORMAT_UINT16_VEC4: return MTLVertexFormatUShort4;
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default: return MTLVertexFormatInvalid;
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}
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}
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static MTLBlendOperation getMTLBlendOperation(BlendOperation op)
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{
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switch (op)
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{
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case BLENDOP_ADD: return MTLBlendOperationAdd;
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case BLENDOP_SUBTRACT: return MTLBlendOperationSubtract;
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case BLENDOP_REVERSE_SUBTRACT: return MTLBlendOperationReverseSubtract;
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case BLENDOP_MIN: return MTLBlendOperationMin;
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case BLENDOP_MAX: return MTLBlendOperationMax;
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case BLENDOP_MAX_ENUM: return MTLBlendOperationAdd;
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}
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return MTLBlendOperationAdd;
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}
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static MTLBlendFactor getMTLBlendFactor(BlendFactor factor)
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{
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switch (factor)
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{
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case BLENDFACTOR_ZERO: return MTLBlendFactorZero;
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case BLENDFACTOR_ONE: return MTLBlendFactorOne;
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case BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor;
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case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor;
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case BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha;
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case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha;
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case BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor;
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case BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor;
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case BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha;
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case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha;
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case BLENDFACTOR_SRC_ALPHA_SATURATED: return MTLBlendFactorSourceAlphaSaturated;
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case BLENDFACTOR_MAX_ENUM: return MTLBlendFactorZero;
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}
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return MTLBlendFactorZero;
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}
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static EShLanguage getGLSLangStage(ShaderStage::StageType stage)
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{
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switch (stage)
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{
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case ShaderStage::STAGE_VERTEX: return EShLangVertex;
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case ShaderStage::STAGE_PIXEL: return EShLangFragment;
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case ShaderStage::STAGE_MAX_ENUM: return EShLangCount;
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}
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return EShLangCount;
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}
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Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
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: love::graphics::Shader(vertex, pixel)
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, functions()
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, builtinUniformInfo()
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, localUniformBufferData(nullptr)
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, localUniformBufferSize(0)
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, builtinUniformDataOffset(0)
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{ @autoreleasepool {
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using namespace glslang;
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using namespace spirv_cross;
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// TODO: can this be done in ShaderStage (no linking)?
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glslang::TProgram program;
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if (vertex != nullptr)
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program.addShader((TShader *) vertex->getHandle());
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if (pixel != nullptr)
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program.addShader((TShader *) pixel->getHandle());
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if (!program.link(EShMsgDefault))
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{
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//err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
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throw love::Exception("link failed!\n");
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}
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std::map<std::string, int> varyings;
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int nextVaryingLocation = 0;
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for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
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{
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auto glslangstage = getGLSLangStage((ShaderStage::StageType) i);
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auto intermediate = program.getIntermediate(glslangstage);
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if (intermediate == nullptr)
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continue;
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spv::SpvBuildLogger logger;
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glslang::SpvOptions opt;
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opt.validate = true;
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std::vector<unsigned int> spirv;
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GlslangToSpv(*intermediate, spirv, &logger, &opt);
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std::string msgs = logger.getAllMessages();
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// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
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// Compile to GLSL, ready to give to GL driver.
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try
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{
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// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
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CompilerMSL msl(std::move(spirv));
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auto interfacevars = msl.get_active_interface_variables();
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msl.set_enabled_interface_variables(interfacevars);
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ShaderResources resources = msl.get_shader_resources();
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for (const auto &resource : resources.sampled_images)
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{
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// TODO: set MainTex to binding 0
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int binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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const SPIRType &type = msl.get_type(resource.base_type_id);
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(resource.name.c_str(), builtin))
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{
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// TODO
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}
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auto it = uniforms.find(resource.name);
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if (it != uniforms.end())
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{
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if (it->second.ints[0] != binding)
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throw love::Exception("texture binding mismatch for %s: %d vs %d", resource.name.c_str(), it->second.ints[0], binding);
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continue;
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}
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UniformInfo u = {};
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u.baseType = UNIFORM_SAMPLER;
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u.name = resource.name;
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u.location = 0;
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u.data = malloc(sizeof(int) * 1);
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u.ints[0] = binding;
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// printf("binding for %s: %d\n", u.name.c_str(), binding);
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switch (type.image.dim)
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{
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case spv::Dim2D:
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u.textureType = type.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::Dim3D:
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u.textureType = TEXTURE_VOLUME;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::DimCube:
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if (type.image.arrayed)
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throw love::Exception("Cubemap Arrays are not currently supported.");
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u.textureType = TEXTURE_CUBE;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::DimBuffer:
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// TODO: are texel buffers sampled images in glslang?
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break;
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default:
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break;
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}
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uniforms[u.name] = u;
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}
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for (const auto &resource : resources.uniform_buffers)
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{
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auto it = uniforms.find(resource.name);
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if (it != uniforms.end())
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{
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continue;
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}
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if (resource.name == "love_UniformsPerDrawBuffer")
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{
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msl.set_decoration(resource.id, spv::DecorationBinding, 0);
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const SPIRType &type = msl.get_type(resource.base_type_id);
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const auto &membertypes = type.member_types;
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size_t size = msl.get_declared_struct_size(type);
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if (localUniformBufferSize != 0)
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{
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if (localUniformBufferSize != size)
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throw love::Exception("Local uniform buffer size mismatch");
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continue;
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}
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localUniformBufferData = new uint8[size];
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localUniformBufferSize = size;
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memset(localUniformBufferData, 0, size);
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for (size_t uindex = 0; uindex < membertypes.size(); uindex++)
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{
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const auto &membertype = msl.get_type(membertypes[uindex]);
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size_t membersize = msl.get_declared_struct_member_size(type, uindex);
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size_t offset = msl.type_struct_member_offset(type, uindex);
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UniformInfo u = {};
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u.name = msl.get_name(membertypes[uindex]);
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u.dataSize = membersize;
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u.count = std::max<size_t>(1, membertype.array.size());
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(u.name.c_str(), builtin))
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{
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if (builtin == BUILTIN_UNIFORMS_PER_DRAW)
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builtinUniformDataOffset = offset;
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}
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switch (membertype.basetype)
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{
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case SPIRType::Int:
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case SPIRType::UInt:
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case SPIRType::Float:
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u.data = localUniformBufferData + offset;
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if (membertype.columns == 1)
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{
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if (membertype.basetype == SPIRType::Int)
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u.baseType = UNIFORM_INT;
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else if (membertype.basetype == SPIRType::UInt)
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u.baseType = UNIFORM_UINT;
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else
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u.baseType = UNIFORM_FLOAT;
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u.components = membertype.vecsize;
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}
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else
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{
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u.baseType = UNIFORM_MATRIX;
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u.matrix.rows = membertype.vecsize;
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u.matrix.columns = membertype.columns;
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}
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break;
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case SPIRType::Struct:
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// TODO
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break;
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default:
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break;
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}
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}
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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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auto it = uniforms.find(resource.name);
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if (it != uniforms.end())
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{
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continue;
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}
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// TODO
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}
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if (i == ShaderStage::STAGE_VERTEX)
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{
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int nextattributeindex = ATTRIB_MAX_ENUM;
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for (const auto &var : interfacevars)
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{
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spv::StorageClass storage = msl.get_storage_class(var);
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const std::string &name = msl.get_name(var);
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if (storage == spv::StorageClassInput)
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{
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int index = 0;
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BuiltinVertexAttribute builtinattribute;
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if (graphics::getConstant(name.c_str(), builtinattribute))
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index = (int) builtinattribute;
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else
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index = nextattributeindex++;
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msl.set_decoration(var, spv::DecorationLocation, index);
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attributes[name] = msl.get_decoration(var, spv::DecorationLocation);
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}
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}
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for (const auto &varying : resources.stage_outputs)
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{
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// printf("vertex shader output %s: %d\n", inp.name.c_str(), msl.get_decoration(inp.id, spv::DecorationLocation));
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varyings[varying.name] = nextVaryingLocation;
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msl.set_decoration(varying.id, spv::DecorationLocation, nextVaryingLocation++);
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}
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}
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else if (i == ShaderStage::STAGE_PIXEL)
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{
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for (const auto &varying : resources.stage_inputs)
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{
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const auto it = varyings.find(varying.name);
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if (it != varyings.end())
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msl.set_decoration(varying.id, spv::DecorationLocation, it->second);
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}
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}
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printf("// ubos: %ld, storage: %ld, inputs: %ld, outputs: %ld, images: %ld, samplers: %ld, push: %ld\n", resources.uniform_buffers.size(), resources.storage_buffers.size(), resources.stage_inputs.size(), resources.stage_outputs.size(), resources.storage_images.size(), resources.sampled_images.size(), resources.push_constant_buffers.size());
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CompilerMSL::Options options;
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options.set_msl_version(2, 1);
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options.texture_buffer_native = true;
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#ifdef LOVE_IOS
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options.platform = CompilerMSL::Options::iOS;
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#else
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options.platform = CompilerMSL::Options::macOS;
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#endif
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msl.set_msl_options(options);
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std::string source = msl.compile();
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// printf("// MSL SOURCE for stage %d:\n\n%s\n\n", i, source.c_str());
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NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
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length:source.length()
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encoding:NSUTF8StringEncoding];
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NSError *err = nil;
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id<MTLLibrary> library = [device newLibraryWithSource:nssource options:nil error:&err];
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if (library == nil && err != nil)
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{
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NSLog(@"errors: %@", err);
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throw love::Exception("Error compiling converted Metal shader code");
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}
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functions[i] = [library newFunctionWithName:library.functionNames[0]];
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}
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catch (std::exception &e)
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{
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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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}}
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Shader::~Shader()
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{ @autoreleasepool {
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for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
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functions[i] = nil;
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for (const auto &kvp : cachedRenderPipelines)
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CFBridgingRelease(kvp.second);
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cachedRenderPipelines.clear();
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for (const auto &it : uniforms)
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{
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free(it.second.data);
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if (it.second.textures != nullptr)
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delete[] it.second.textures;
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}
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delete[] localUniformBufferData;
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}}
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void Shader::attach()
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{
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if (current != this)
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{
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Graphics::flushBatchedDrawsGlobal();
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current = this;
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}
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}
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int Shader::getVertexAttributeIndex(const std::string &name)
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{
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const auto it = attributes.find(name);
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return it != attributes.end() ? it->second : -1;
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}
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const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
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{
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const auto it = uniforms.find(name);
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return it != uniforms.end() ? &(it->second) : nullptr;
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}
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const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
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{
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return builtinUniformInfo[(int)builtin];
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}
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void Shader::updateUniform(const UniformInfo * /*info*/, int /*count*/)
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{
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// Nothing needed here, All uniform data will be memcpy'd to the main
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// uniform buffer before drawing.
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}
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void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
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{
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// TODO
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}
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void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
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{
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// TODO
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}
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bool Shader::hasUniform(const std::string &name) const
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{
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return uniforms.find(name) != uniforms.end();
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}
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id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineKey &key)
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{
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auto it = cachedRenderPipelines.find(key);
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if (it != cachedRenderPipelines.end())
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return (__bridge id<MTLRenderPipelineState>) it->second;
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id<MTLDevice> device = Graphics::getInstance()->device;
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MTLRenderPipelineDescriptor *desc = [MTLRenderPipelineDescriptor new];
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desc.vertexFunction = functions[ShaderStage::STAGE_VERTEX];
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desc.fragmentFunction = functions[ShaderStage::STAGE_PIXEL];
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desc.rasterSampleCount = std::max((int) key.msaa, 1);
|
|
|
|
for (int i = 0; i < MAX_COLOR_RENDER_TARGETS; i++)
|
|
{
|
|
PixelFormat format = (PixelFormat)((key.colorRenderTargetFormats >> (i * 8)) & 0xFF);
|
|
if (format == PIXELFORMAT_UNKNOWN)
|
|
continue;
|
|
|
|
MTLRenderPipelineColorAttachmentDescriptor *attachment = desc.colorAttachments[i];
|
|
|
|
bool isSRGB = false;
|
|
auto formatdesc = Metal::convertPixelFormat(format, isSRGB);
|
|
attachment.pixelFormat = formatdesc.format;
|
|
|
|
if (key.blend.enable)
|
|
{
|
|
attachment.blendingEnabled = YES;
|
|
attachment.sourceRGBBlendFactor = getMTLBlendFactor(key.blend.srcFactorRGB);
|
|
attachment.destinationRGBBlendFactor = getMTLBlendFactor(key.blend.dstFactorRGB);
|
|
attachment.rgbBlendOperation = getMTLBlendOperation(key.blend.operationRGB);
|
|
attachment.sourceAlphaBlendFactor = getMTLBlendFactor(key.blend.srcFactorA);
|
|
attachment.destinationAlphaBlendFactor = getMTLBlendFactor(key.blend.dstFactorA);
|
|
attachment.alphaBlendOperation = getMTLBlendOperation(key.blend.operationA);
|
|
}
|
|
|
|
MTLColorWriteMask writeMask = MTLColorWriteMaskNone;
|
|
if (key.colorChannelMask.r)
|
|
writeMask |= MTLColorWriteMaskRed;
|
|
if (key.colorChannelMask.g)
|
|
writeMask |= MTLColorWriteMaskGreen;
|
|
if (key.colorChannelMask.b)
|
|
writeMask |= MTLColorWriteMaskBlue;
|
|
if (key.colorChannelMask.a)
|
|
writeMask |= MTLColorWriteMaskAlpha;
|
|
|
|
attachment.writeMask = writeMask;
|
|
|
|
desc.colorAttachments[i] = attachment;
|
|
}
|
|
|
|
// TODO: depth/stencil attachment formats
|
|
|
|
|
|
{
|
|
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
|
|
const auto &attributes = key.vertexAttributes;
|
|
|
|
for (const auto &pair : this->attributes)
|
|
{
|
|
int i = pair.second;
|
|
uint32 bit = 1u << i;
|
|
|
|
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;
|
|
|
|
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
desc.vertexDescriptor = vertdesc;
|
|
}
|
|
|
|
NSError *err = nil;
|
|
id<MTLRenderPipelineState> pipeline = [device newRenderPipelineStateWithDescriptor:desc error:&err];
|
|
|
|
if (err != nil)
|
|
{
|
|
NSLog(@"Error creating render pipeline: %@", err);
|
|
return nil;
|
|
}
|
|
|
|
cachedRenderPipelines[key] = CFBridgingRetain(pipeline);
|
|
|
|
return pipeline;
|
|
}
|
|
|
|
int Shader::getUniformBufferBinding()
|
|
{
|
|
return spirv_cross::ResourceBindingPushConstantBinding;
|
|
}
|
|
|
|
} // metal
|
|
} // graphics
|
|
} // love
|