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love/src/modules/graphics/metal/Shader.mm
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2021-03-31 23:02:36 -03:00

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/**
* Copyright (c) 2006-2020 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Shader.h"
#include "Graphics.h"
#include "common/int.h"
// glslang
#include "libraries/glslang/glslang/Public/ShaderLang.h"
#include "libraries/glslang/SPIRV/GlslangToSpv.h"
#include "libraries/spirv_cross/spirv_msl.hpp"
#include "libraries/spirv_cross/spirv_reflect.hpp"
#include <algorithm>
namespace love
{
namespace graphics
{
namespace metal
{
static_assert(MAX_COLOR_RENDER_TARGETS <= 8, "Metal pipeline cache key only stores 8 render target pixel formats.");
// TODO: Use love.graphics to determine actual limits?
static const TBuiltInResource defaultTBuiltInResource = {
/* .MaxLights = */ 32,
/* .MaxClipPlanes = */ 6,
/* .MaxTextureUnits = */ 32,
/* .MaxTextureCoords = */ 32,
/* .MaxVertexAttribs = */ 64,
/* .MaxVertexUniformComponents = */ 16384,
/* .MaxVaryingFloats = */ 128,
/* .MaxVertexTextureImageUnits = */ 32,
/* .MaxCombinedTextureImageUnits = */ 80,
/* .MaxTextureImageUnits = */ 32,
/* .MaxFragmentUniformComponents = */ 16384,
/* .MaxDrawBuffers = */ 8,
/* .MaxVertexUniformVectors = */ 4096,
/* .MaxVaryingVectors = */ 32,
/* .MaxFragmentUniformVectors = */ 4096,
/* .MaxVertexOutputVectors = */ 32,
/* .MaxFragmentInputVectors = */ 31,
/* .MinProgramTexelOffset = */ -8,
/* .MaxProgramTexelOffset = */ 7,
/* .MaxClipDistances = */ 8,
/* .MaxComputeWorkGroupCountX = */ 65535,
/* .MaxComputeWorkGroupCountY = */ 65535,
/* .MaxComputeWorkGroupCountZ = */ 65535,
/* .MaxComputeWorkGroupSizeX = */ 1024,
/* .MaxComputeWorkGroupSizeY = */ 1024,
/* .MaxComputeWorkGroupSizeZ = */ 64,
/* .MaxComputeUniformComponents = */ 1024,
/* .MaxComputeTextureImageUnits = */ 32,
/* .MaxComputeImageUniforms = */ 16,
/* .MaxComputeAtomicCounters = */ 4096,
/* .MaxComputeAtomicCounterBuffers = */ 8,
/* .MaxVaryingComponents = */ 128,
/* .MaxVertexOutputComponents = */ 128,
/* .MaxGeometryInputComponents = */ 128,
/* .MaxGeometryOutputComponents = */ 128,
/* .MaxFragmentInputComponents = */ 128,
/* .MaxImageUnits = */ 192,
/* .MaxCombinedImageUnitsAndFragmentOutputs = */ 144,
/* .MaxCombinedShaderOutputResources = */ 144,
/* .MaxImageSamples = */ 32,
/* .MaxVertexImageUniforms = */ 16,
/* .MaxTessControlImageUniforms = */ 16,
/* .MaxTessEvaluationImageUniforms = */ 16,
/* .MaxGeometryImageUniforms = */ 16,
/* .MaxFragmentImageUniforms = */ 16,
/* .MaxCombinedImageUniforms = */ 80,
/* .MaxGeometryTextureImageUnits = */ 16,
/* .MaxGeometryOutputVertices = */ 256,
/* .MaxGeometryTotalOutputComponents = */ 1024,
/* .MaxGeometryUniformComponents = */ 1024,
/* .MaxGeometryVaryingComponents = */ 64,
/* .MaxTessControlInputComponents = */ 128,
/* .MaxTessControlOutputComponents = */ 128,
/* .MaxTessControlTextureImageUnits = */ 16,
/* .MaxTessControlUniformComponents = */ 1024,
/* .MaxTessControlTotalOutputComponents = */ 4096,
/* .MaxTessEvaluationInputComponents = */ 128,
/* .MaxTessEvaluationOutputComponents = */ 128,
/* .MaxTessEvaluationTextureImageUnits = */ 16,
/* .MaxTessEvaluationUniformComponents = */ 1024,
/* .MaxTessPatchComponents = */ 120,
/* .MaxPatchVertices = */ 32,
/* .MaxTessGenLevel = */ 64,
/* .MaxViewports = */ 16,
/* .MaxVertexAtomicCounters = */ 4096,
/* .MaxTessControlAtomicCounters = */ 4096,
/* .MaxTessEvaluationAtomicCounters = */ 4096,
/* .MaxGeometryAtomicCounters = */ 4096,
/* .MaxFragmentAtomicCounters = */ 4096,
/* .MaxCombinedAtomicCounters = */ 4096,
/* .MaxAtomicCounterBindings = */ 8,
/* .MaxVertexAtomicCounterBuffers = */ 8,
/* .MaxTessControlAtomicCounterBuffers = */ 8,
/* .MaxTessEvaluationAtomicCounterBuffers = */ 8,
/* .MaxGeometryAtomicCounterBuffers = */ 8,
/* .MaxFragmentAtomicCounterBuffers = */ 8,
/* .MaxCombinedAtomicCounterBuffers = */ 8,
/* .MaxAtomicCounterBufferSize = */ 16384,
/* .MaxTransformFeedbackBuffers = */ 4,
/* .MaxTransformFeedbackInterleavedComponents = */ 64,
/* .MaxCullDistances = */ 8,
/* .MaxCombinedClipAndCullDistances = */ 8,
/* .MaxSamples = */ 32,
/* .maxMeshOutputVerticesNV = */ 256,
/* .maxMeshOutputPrimitivesNV = */ 512,
/* .maxMeshWorkGroupSizeX_NV = */ 32,
/* .maxMeshWorkGroupSizeY_NV = */ 1,
/* .maxMeshWorkGroupSizeZ_NV = */ 1,
/* .maxTaskWorkGroupSizeX_NV = */ 32,
/* .maxTaskWorkGroupSizeY_NV = */ 1,
/* .maxTaskWorkGroupSizeZ_NV = */ 1,
/* .maxMeshViewCountNV = */ 4,
/* .maxDualSourceDrawBuffersEXT = */ 1,
/* .limits = */ {
/* .nonInductiveForLoops = */ 1,
/* .whileLoops = */ 1,
/* .doWhileLoops = */ 1,
/* .generalUniformIndexing = */ 1,
/* .generalAttributeMatrixVectorIndexing = */ 1,
/* .generalVaryingIndexing = */ 1,
/* .generalSamplerIndexing = */ 1,
/* .generalVariableIndexing = */ 1,
/* .generalConstantMatrixVectorIndexing = */ 1,
}
};
static MTLVertexFormat getMTLVertexFormat(DataFormat format)
{
switch (format)
{
case DATAFORMAT_FLOAT: return MTLVertexFormatFloat;
case DATAFORMAT_FLOAT_VEC2: return MTLVertexFormatFloat2;
case DATAFORMAT_FLOAT_VEC3: return MTLVertexFormatFloat3;
case DATAFORMAT_FLOAT_VEC4: return MTLVertexFormatFloat4;
case DATAFORMAT_INT32: return MTLVertexFormatInt;
case DATAFORMAT_INT32_VEC2: return MTLVertexFormatInt2;
case DATAFORMAT_INT32_VEC3: return MTLVertexFormatInt3;
case DATAFORMAT_INT32_VEC4: return MTLVertexFormatInt4;
case DATAFORMAT_UINT32: return MTLVertexFormatUInt;
case DATAFORMAT_UINT32_VEC2: return MTLVertexFormatUInt2;
case DATAFORMAT_UINT32_VEC3: return MTLVertexFormatUInt3;
case DATAFORMAT_UINT32_VEC4: return MTLVertexFormatUInt4;
case DATAFORMAT_SNORM8_VEC4: return MTLVertexFormatChar4Normalized;
case DATAFORMAT_UNORM8_VEC4: return MTLVertexFormatUChar4Normalized;
case DATAFORMAT_INT8_VEC4: return MTLVertexFormatChar4;
case DATAFORMAT_UINT8_VEC4: return MTLVertexFormatUChar4;
case DATAFORMAT_SNORM16_VEC2: return MTLVertexFormatShort2Normalized;
case DATAFORMAT_SNORM16_VEC4: return MTLVertexFormatShort4Normalized;
case DATAFORMAT_UNORM16_VEC2: return MTLVertexFormatUShort2Normalized;
case DATAFORMAT_UNORM16_VEC4: return MTLVertexFormatUShort4Normalized;
case DATAFORMAT_INT16_VEC2: return MTLVertexFormatShort2;
case DATAFORMAT_INT16_VEC4: return MTLVertexFormatShort4;
case DATAFORMAT_UINT16: return MTLVertexFormatUShort;
case DATAFORMAT_UINT16_VEC2: return MTLVertexFormatUShort2;
case DATAFORMAT_UINT16_VEC4: return MTLVertexFormatUShort4;
default: return MTLVertexFormatInvalid;
}
}
static MTLBlendOperation getMTLBlendOperation(BlendOperation op)
{
switch (op)
{
case BLENDOP_ADD: return MTLBlendOperationAdd;
case BLENDOP_SUBTRACT: return MTLBlendOperationSubtract;
case BLENDOP_REVERSE_SUBTRACT: return MTLBlendOperationReverseSubtract;
case BLENDOP_MIN: return MTLBlendOperationMin;
case BLENDOP_MAX: return MTLBlendOperationMax;
case BLENDOP_MAX_ENUM: return MTLBlendOperationAdd;
}
return MTLBlendOperationAdd;
}
static MTLBlendFactor getMTLBlendFactor(BlendFactor factor)
{
switch (factor)
{
case BLENDFACTOR_ZERO: return MTLBlendFactorZero;
case BLENDFACTOR_ONE: return MTLBlendFactorOne;
case BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor;
case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor;
case BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha;
case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha;
case BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor;
case BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor;
case BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha;
case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha;
case BLENDFACTOR_SRC_ALPHA_SATURATED: return MTLBlendFactorSourceAlphaSaturated;
case BLENDFACTOR_MAX_ENUM: return MTLBlendFactorZero;
}
return MTLBlendFactorZero;
}
static inline id<MTLTexture> getMTLTexture(love::graphics::Texture *tex)
{
return tex ? (__bridge id<MTLTexture>)(void *) tex->getHandle() : nil;
}
static inline id<MTLTexture> getMTLTexture(love::graphics::Buffer *buffer)
{
return buffer ? (__bridge id<MTLTexture>)(void *) buffer->getTexelBufferHandle() : nil;
}
static inline id<MTLSamplerState> getMTLSampler(love::graphics::Texture *tex)
{
return tex ? (__bridge id<MTLSamplerState>)(void *) tex->getSamplerHandle() : nil;
}
static EShLanguage getGLSLangStage(ShaderStage::StageType stage)
{
switch (stage)
{
case ShaderStage::STAGE_VERTEX: return EShLangVertex;
case ShaderStage::STAGE_PIXEL: return EShLangFragment;
case ShaderStage::STAGE_MAX_ENUM: return EShLangCount;
}
return EShLangCount;
}
Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
: love::graphics::Shader(vertex, pixel)
, functions()
, builtinUniformInfo()
, localUniformBufferData(nullptr)
, localUniformBufferSize(0)
, builtinUniformDataOffset(0)
{ @autoreleasepool {
using namespace glslang;
TShader *glslangShaders[ShaderStage::STAGE_MAX_ENUM] = {};
TProgram *program = new TProgram();
auto cleanup = [&]()
{
delete program;
for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
delete glslangShaders[i];
};
// We can't do this in ShaderStage because the mapIO call modifies the
// TShader internals in a manner that prevents it from being shared.
for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
{
if (!stages[i])
continue;
auto stage = (ShaderStage::StageType) i;
auto glslangstage = getGLSLangStage(stage);
auto tshader = new TShader(glslangstage);
glslangShaders[i] = tshader;
tshader->setEnvInput(EShSourceGlsl, glslangstage, EShClientVulkan, 450);
tshader->setEnvClient(EShClientVulkan, EShTargetVulkan_1_2);
tshader->setEnvTarget(EShTargetSpv, EShTargetSpv_1_5);
tshader->setAutoMapLocations(true);
tshader->setAutoMapBindings(true);
// Needed for local uniforms to work (they will be converted into a
// uniform block).
// https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GL_EXT_vulkan_glsl_relaxed.txt
tshader->setEnvInputVulkanRulesRelaxed();
tshader->setGlobalUniformBinding(0);
tshader->setGlobalUniformSet(0);
const std::string &source = stages[i]->getSource();
const char *csrc = source.c_str();
int srclen = (int) source.length();
tshader->setStringsWithLengths(&csrc, &srclen, 1);
int defaultversion = 450;
EProfile defaultprofile = ECoreProfile;
bool forcedefault = false;
bool forwardcompat = true;
if (!tshader->parse(&defaultTBuiltInResource, defaultversion, defaultprofile, forcedefault, forwardcompat, EShMsgSuppressWarnings))
{
const char *stagename = "unknown";
ShaderStage::getConstant(stage, stagename);
std::string err = "Error parsing " + std::string(stagename) + " shader:\n\n"
+ std::string(tshader->getInfoLog()) + "\n"
+ std::string(tshader->getInfoDebugLog());
cleanup();
throw love::Exception("%s", err.c_str());
}
program->addShader(tshader);
}
if (!program->link(EShMsgDefault))
{
//err = "Cannot compile shader:\n\n" + std::string(program->getInfoLog()) + "\n" + std::string(program->getInfoDebugLog());
cleanup();
throw love::Exception("link failed! %s\n", program->getInfoLog());
}
if (!program->mapIO())
{
cleanup();
throw love::Exception("mapIO failed");
}
try
{
compileFromGLSLang(device, *program);
}
catch (love::Exception &)
{
cleanup();
throw;
}
cleanup();
}}
void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &program)
{
using namespace glslang;
using namespace spirv_cross;
auto gfx = Graphics::getInstance();
std::map<std::string, int> varyings;
int nextVaryingLocation = 0;
for (int stageindex = 0; stageindex < ShaderStage::STAGE_MAX_ENUM; stageindex++)
{
auto glslangstage = getGLSLangStage((ShaderStage::StageType) stageindex);
auto intermediate = program.getIntermediate(glslangstage);
if (intermediate == nullptr)
continue;
spv::SpvBuildLogger logger;
glslang::SpvOptions opt;
opt.validate = true;
std::vector<unsigned int> spirv;
GlslangToSpv(*intermediate, spirv, &logger, &opt);
std::string msgs = logger.getAllMessages();
// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
try
{
// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
CompilerMSL msl(std::move(spirv));
auto interfacevars = msl.get_active_interface_variables();
msl.set_enabled_interface_variables(interfacevars);
ShaderResources resources = msl.get_shader_resources();
for (const auto &resource : resources.sampled_images)
{
const SPIRType &basetype = msl.get_type(resource.base_type_id);
const SPIRType &type = msl.get_type(resource.type_id);
const SPIRType &imagetype = msl.get_type(basetype.image.type);
UniformInfo u = {};
u.baseType = UNIFORM_SAMPLER;
u.name = resource.name;
u.count = type.array.empty() ? 1 : type.array[0];
u.isDepthSampler = type.image.depth;
switch (imagetype.basetype)
{
case SPIRType::Float:
u.dataBaseType = DATA_BASETYPE_FLOAT;
break;
case SPIRType::Int:
u.dataBaseType = DATA_BASETYPE_INT;
break;
case SPIRType::UInt:
u.dataBaseType = DATA_BASETYPE_UINT;
break;
default:
break;
}
switch (basetype.image.dim)
{
case spv::Dim2D:
u.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
u.textures = new love::graphics::Texture*[u.count];
break;
case spv::Dim3D:
u.textureType = TEXTURE_VOLUME;
u.textures = new love::graphics::Texture*[u.count];
break;
case spv::DimCube:
if (basetype.image.arrayed)
throw love::Exception("Cubemap Arrays are not currently supported.");
u.textureType = TEXTURE_CUBE;
u.textures = new love::graphics::Texture*[u.count];
break;
case spv::DimBuffer:
u.baseType = UNIFORM_TEXELBUFFER;
u.buffers = new love::graphics::Buffer*[u.count];
break;
default:
// TODO: error? continue?
break;
}
u.data = malloc(sizeof(int) * u.count);
for (int i = 0; i < u.count; i++)
u.ints[i] = -1; // Initialized below, after compiling.
if (u.baseType == UNIFORM_SAMPLER)
{
auto tex = gfx->getDefaultTexture(u.textureType);
for (int i = 0; i < u.count; i++)
{
tex->retain();
u.textures[i] = tex;
}
}
else if (u.baseType == UNIFORM_TEXELBUFFER)
{
for (int i = 0; i < u.count; i++)
u.buffers[i] = nullptr; // TODO
}
uniforms[u.name] = u;
BuiltinUniform builtin;
if (getConstant(resource.name.c_str(), builtin))
builtinUniformInfo[builtin] = &uniforms[u.name];
}
for (const auto &resource : resources.uniform_buffers)
{
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);
const SPIRType &type = msl.get_type(resource.base_type_id);
const auto &membertypes = type.member_types;
size_t size = msl.get_declared_struct_size(type);
if (localUniformBufferSize != 0)
{
if (localUniformBufferSize != size)
throw love::Exception("Local uniform buffer size mismatch");
continue;
}
localUniformBufferData = new uint8[size];
localUniformBufferSize = size;
memset(localUniformBufferData, 0, size);
for (size_t uindex = 0; uindex < membertypes.size(); uindex++)
{
const auto &membertype = msl.get_type(membertypes[uindex]);
size_t membersize = msl.get_declared_struct_member_size(type, uindex);
size_t offset = msl.type_struct_member_offset(type, uindex);
UniformInfo u = {};
u.name = msl.get_name(membertypes[uindex]);
u.dataSize = membersize;
u.count = membertype.array.empty() ? 1 : membertype.array[0];
switch (membertype.basetype)
{
case SPIRType::Int:
case SPIRType::UInt:
case SPIRType::Float:
u.data = localUniformBufferData + offset;
if (membertype.columns == 1)
{
if (membertype.basetype == SPIRType::Int)
u.baseType = UNIFORM_INT;
else if (membertype.basetype == SPIRType::UInt)
u.baseType = UNIFORM_UINT;
else
u.baseType = UNIFORM_FLOAT;
u.components = membertype.vecsize;
}
else
{
u.baseType = UNIFORM_MATRIX;
u.matrix.rows = membertype.vecsize;
u.matrix.columns = membertype.columns;
}
break;
case SPIRType::Struct:
// TODO
break;
default:
break;
}
uniforms[u.name] = u;
BuiltinUniform builtin = BUILTIN_MAX_ENUM;
if (getConstant(u.name.c_str(), builtin))
{
if (builtin == BUILTIN_UNIFORMS_PER_DRAW)
builtinUniformDataOffset = offset;
builtinUniformInfo[builtin] = &uniforms[u.name];
}
}
}
}
for (const auto &resource : resources.storage_buffers)
{
auto it = uniforms.find(resource.name);
if (it != uniforms.end())
{
continue;
}
// TODO
}
if (stageindex == ShaderStage::STAGE_VERTEX)
{
int nextattributeindex = ATTRIB_MAX_ENUM;
for (const auto &var : interfacevars)
{
spv::StorageClass storage = msl.get_storage_class(var);
const std::string &name = msl.get_name(var);
if (storage == spv::StorageClassInput)
{
int index = 0;
BuiltinVertexAttribute builtinattribute;
if (graphics::getConstant(name.c_str(), builtinattribute))
index = (int) builtinattribute;
else
index = nextattributeindex++;
msl.set_decoration(var, spv::DecorationLocation, index);
attributes[name] = msl.get_decoration(var, spv::DecorationLocation);
}
}
for (const auto &varying : resources.stage_outputs)
{
// printf("vertex shader output %s: %d\n", inp.name.c_str(), msl.get_decoration(inp.id, spv::DecorationLocation));
varyings[varying.name] = nextVaryingLocation;
msl.set_decoration(varying.id, spv::DecorationLocation, nextVaryingLocation++);
}
}
else if (stageindex == ShaderStage::STAGE_PIXEL)
{
for (const auto &varying : resources.stage_inputs)
{
const auto it = varyings.find(varying.name);
if (it != varyings.end())
msl.set_decoration(varying.id, spv::DecorationLocation, it->second);
}
}
// 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());
CompilerMSL::Options options;
options.set_msl_version(2, 1);
options.texture_buffer_native = true;
#ifdef LOVE_IOS
options.platform = CompilerMSL::Options::iOS;
#else
options.platform = CompilerMSL::Options::macOS;
#endif
msl.set_msl_options(options);
std::string source = msl.compile();
// printf("// MSL SOURCE for stage %d:\n\n%s\n\n", stageindex, source.c_str());
NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
length:source.length()
encoding:NSUTF8StringEncoding];
NSError *err = nil;
id<MTLLibrary> library = [device newLibraryWithSource:nssource options:nil error:&err];
if (library == nil && err != nil)
{
NSLog(@"errors: %@", err);
throw love::Exception("Error compiling converted Metal shader code");
}
functions[stageindex] = [library newFunctionWithName:library.functionNames[0]];
for (const auto &resource : resources.sampled_images)
{
auto it = uniforms.find(resource.name);
if (it == uniforms.end())
continue;
UniformInfo &u = it->second;
uint32 texturebinding = msl.get_automatic_msl_resource_binding(resource.id);
uint32 samplerbinding = msl.get_automatic_msl_resource_binding_secondary(resource.id);
if (texturebinding == (uint32)-1)
continue;
for (int i = 0; i < u.count; i++)
{
if (u.ints[i] == -1)
{
u.ints[i] = (int)textureBindings.size();
TextureBinding b = {};
if (u.baseType == UNIFORM_TEXELBUFFER)
{
// TODO
}
else
{
b.texture = getMTLTexture(u.textures[i]);
b.sampler = getMTLSampler(u.textures[i]);
BuiltinUniform builtin = BUILTIN_MAX_ENUM;
if (getConstant(u.name.c_str(), builtin) && builtin == BUILTIN_TEXTURE_MAIN)
b.isMainTexture = true;
}
for (uint8 &stagebinding : b.texturestages)
stagebinding = LOVE_UINT8_MAX;
for (uint8 &stagebinding : b.samplerstages)
stagebinding = LOVE_UINT8_MAX;
textureBindings.push_back(b);
}
auto &b = textureBindings[u.ints[i]];
b.texturestages[stageindex] = (uint8) texturebinding;
b.samplerstages[stageindex] = (uint8) samplerbinding;
}
}
}
catch (std::exception &e)
{
printf("Error parsing SPIR-V shader source: %s\n", e.what());
}
}
}
Shader::~Shader()
{ @autoreleasepool {
for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
functions[i] = nil;
for (const auto &kvp : cachedRenderPipelines)
CFBridgingRelease(kvp.second);
cachedRenderPipelines.clear();
for (const auto &it : uniforms)
{
const auto &u = it.second;
if (u.baseType == UNIFORM_SAMPLER)
{
free(u.data);
for (int i = 0; i < u.count; i++)
{
if (u.textures[i] != nullptr)
u.textures[i]->release();
}
delete[] u.textures;
}
else if (u.baseType == UNIFORM_TEXELBUFFER || u.baseType == UNIFORM_STORAGEBUFFER)
{
free(u.data);
for (int i = 0; i < u.count; i++)
{
if (u.buffers[i] != nullptr)
u.buffers[i]->release();
}
delete[] u.buffers;
}
}
delete[] localUniformBufferData;
}}
void Shader::attach()
{
if (current != this)
{
Graphics *gfx = Graphics::getInstance();
gfx->flushBatchedDraws();
gfx->attachShader(this);
current = this;
}
}
int Shader::getVertexAttributeIndex(const std::string &name)
{
const auto it = attributes.find(name);
return it != attributes.end() ? it->second : -1;
}
const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
{
const auto it = uniforms.find(name);
return it != uniforms.end() ? &(it->second) : nullptr;
}
const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
{
return builtinUniformInfo[(int)builtin];
}
void Shader::updateUniform(const UniformInfo * /*info*/, int /*count*/)
{
// Nothing needed here, All uniform data will be memcpy'd to the main
// uniform buffer before drawing.
// FIXME: do we need to copy to a second buffer here, in order for batch
// flushing to work (and possibly padding)?
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
{ @autoreleasepool {
if (info->baseType != UNIFORM_SAMPLER)
return;
if (current == this)
Graphics::flushBatchedDrawsGlobal();
count = std::min(count, info->count);
for (int i = 0; i < count; i++)
{
love::graphics::Texture *tex = textures[i];
if (tex != nullptr)
{
if (!validateTexture(info, tex, false))
continue;
}
else
{
auto gfx = Graphics::getInstance();
tex = gfx->getDefaultTexture(info->textureType);
}
tex->retain();
if (info->textures[i] != nullptr)
info->textures[i]->release();
info->textures[i] = tex;
// TODO: handle changing a sampler after Shader:send(texture)...
textureBindings[info->ints[i]].texture = getMTLTexture(tex);
textureBindings[info->ints[i]].sampler = getMTLSampler(tex);
}
}}
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
{
bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER;
bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER;
if (!texelbinding && !storagebinding)
return;
if (current == this)
Graphics::flushBatchedDrawsGlobal();
count = std::min(count, info->count);
// Bind the textures to the texture units.
for (int i = 0; i < count; i++)
{
love::graphics::Buffer *buffer = buffers[i];
if (buffer != nullptr)
{
if (!validateBuffer(info, buffer, false))
continue;
buffer->retain();
}
if (info->buffers[i] != nullptr)
info->buffers[i]->release();
info->buffers[i] = buffer;
if (texelbinding)
{
textureBindings[info->ints[i]].texture = getMTLTexture(buffer);
}
else if (storagebinding)
{
// TODO
}
}
}
void Shader::setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture)
{
// TODO
}
bool Shader::hasUniform(const std::string &name) const
{
return uniforms.find(name) != uniforms.end();
}
id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineKey &key)
{
auto it = cachedRenderPipelines.find(key);
if (it != cachedRenderPipelines.end())
return (__bridge id<MTLRenderPipelineState>) it->second;
id<MTLDevice> device = Graphics::getInstance()->device;
MTLRenderPipelineDescriptor *desc = [MTLRenderPipelineDescriptor new];
desc.vertexFunction = functions[ShaderStage::STAGE_VERTEX];
desc.fragmentFunction = functions[ShaderStage::STAGE_PIXEL];
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