Files
love/src/modules/graphics/metal/Shader.mm
T
Alex Szpakowski 9765485222 metal: partial implementation of pipeline states.
Add BGRA8 pixel format.
2020-05-03 12:48:43 -03:00

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9.0 KiB
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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"
// 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.");
static MTLVertexFormat getMTLVertexFormat(vertex::DataType type, int components)
{
// TODO
return MTLVertexFormatFloat4;
}
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 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(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
: love::graphics::Shader(vertex, pixel)
, functions()
{ @autoreleasepool {
auto gfx = Graphics::getInstance();
using namespace glslang;
using namespace spirv_cross;
// TODO: can this be done in ShaderStage (no linking)?
glslang::TProgram program;
if (vertex != nullptr)
program.addShader((TShader *) vertex->getHandle());
if (pixel != nullptr)
program.addShader((TShader *) pixel->getHandle());
if (!program.link(EShMsgDefault))
{
//err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
throw love::Exception("link failed!\n");
}
for (int i = 0; i < ShaderStage::STAGE_MAX_ENUM; i++)
{
auto glslangstage = getGLSLangStage((ShaderStage::StageType) i);
auto intermediate = program.getIntermediate(glslangstage);
if (intermediate == nullptr)
continue;
spv::SpvBuildLogger logger;
glslang::SpvOptions opt;
opt.validate = true;
std::vector<unsigned int> spirv;
{
// timer::ScopedTimer("shader stage");
GlslangToSpv(*intermediate, spirv, &logger, &opt);
}
std::string msgs = logger.getAllMessages();
// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
// Compile to GLSL, ready to give to GL driver.
try
{
// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
CompilerMSL msl(std::move(spirv));
CompilerMSL::Options options;
#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:\n\n%s\n\n", source.c_str());
NSString *nssource = [[NSString alloc] initWithBytes:source.c_str()
length:source.length()
encoding:NSUTF8StringEncoding];
NSError *err = nil;
id<MTLLibrary> library = [gfx->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[i] = [library newFunctionWithName:library.functionNames[0]];
}
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();
}}
void Shader::attach()
{
if (current != this)
{
Graphics::flushBatchedDrawsGlobal();
current = this;
}
}
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;
MTLPixelFormat metalformat = Metal::convertPixelFormat(format, isSRGB);
attachment.pixelFormat = metalformat;
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;
}
{
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
const auto &attributes = key.vertexAttributes;
uint32 allbits = attributes.enableBits;
uint32 i = 0;
while (allbits)
{
uint32 bit = 1u << i;
if (attributes.enableBits & bit)
{
const auto &attrib = attributes.attribs[i];
vertdesc.attributes[i].format = getMTLVertexFormat(attrib.type, attrib.components);
vertdesc.attributes[i].offset = attrib.offsetFromVertex;
vertdesc.attributes[i].bufferIndex = attrib.bufferIndex;
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
vertdesc.layouts[attrib.bufferIndex].stride = layout.stride;
vertdesc.layouts[attrib.bufferIndex].stepFunction = step;
}
i++;
allbits >>= 1;
}
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;
}
} // metal
} // graphics
} // love