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9765485222
Add BGRA8 pixel format.
306 lines
9.0 KiB
Plaintext
306 lines
9.0 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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// 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(vertex::DataType type, int components)
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{
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// TODO
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return MTLVertexFormatFloat4;
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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(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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{ @autoreleasepool {
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auto gfx = Graphics::getInstance();
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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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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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{
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// timer::ScopedTimer("shader stage");
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GlslangToSpv(*intermediate, spirv, &logger, &opt);
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}
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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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CompilerMSL::Options options;
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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:\n\n%s\n\n", 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 = [gfx->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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}}
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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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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);
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for (int i = 0; i < MAX_COLOR_RENDER_TARGETS; i++)
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{
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PixelFormat format = (PixelFormat)((key.colorRenderTargetFormats >> (i * 8)) & 0xFF);
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if (format == PIXELFORMAT_UNKNOWN)
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continue;
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MTLRenderPipelineColorAttachmentDescriptor *attachment = desc.colorAttachments[i];
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bool isSRGB = false;
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MTLPixelFormat metalformat = Metal::convertPixelFormat(format, isSRGB);
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attachment.pixelFormat = metalformat;
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if (key.blend.enable)
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{
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attachment.blendingEnabled = YES;
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attachment.sourceRGBBlendFactor = getMTLBlendFactor(key.blend.srcFactorRGB);
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attachment.destinationRGBBlendFactor = getMTLBlendFactor(key.blend.dstFactorRGB);
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attachment.rgbBlendOperation = getMTLBlendOperation(key.blend.operationRGB);
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attachment.sourceAlphaBlendFactor = getMTLBlendFactor(key.blend.srcFactorA);
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attachment.destinationAlphaBlendFactor = getMTLBlendFactor(key.blend.dstFactorA);
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attachment.alphaBlendOperation = getMTLBlendOperation(key.blend.operationA);
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}
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MTLColorWriteMask writeMask = MTLColorWriteMaskNone;
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if (key.colorChannelMask.r)
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writeMask |= MTLColorWriteMaskRed;
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if (key.colorChannelMask.g)
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writeMask |= MTLColorWriteMaskGreen;
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if (key.colorChannelMask.b)
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writeMask |= MTLColorWriteMaskBlue;
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if (key.colorChannelMask.a)
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writeMask |= MTLColorWriteMaskAlpha;
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attachment.writeMask = writeMask;
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desc.colorAttachments[i] = attachment;
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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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uint32 allbits = attributes.enableBits;
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uint32 i = 0;
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while (allbits)
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{
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uint32 bit = 1u << i;
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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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vertdesc.attributes[i].format = getMTLVertexFormat(attrib.type, attrib.components);
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vertdesc.attributes[i].offset = attrib.offsetFromVertex;
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vertdesc.attributes[i].bufferIndex = 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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vertdesc.layouts[attrib.bufferIndex].stride = layout.stride;
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vertdesc.layouts[attrib.bufferIndex].stepFunction = step;
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}
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i++;
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allbits >>= 1;
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}
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desc.vertexDescriptor = vertdesc;
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}
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NSError *err = nil;
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id<MTLRenderPipelineState> pipeline = [device newRenderPipelineStateWithDescriptor:desc error:&err];
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if (err != nil)
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{
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NSLog(@"Error creating render pipeline: %@", err);
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return nil;
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}
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cachedRenderPipelines[key] = CFBridgingRetain(pipeline);
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return pipeline;
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}
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} // metal
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} // graphics
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} // love
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