Cubemap support for metal

This commit is contained in:
Jack Andersen 2019-06-02 21:51:03 -10:00
parent 18bb6e7439
commit 99519d3882
2 changed files with 345 additions and 47 deletions

View File

@ -33,6 +33,7 @@ public:
ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, size_t colorBindCount,
size_t depthBindCount);
ObjToken<ITextureCubeR> newCubeRenderTexture(size_t width, size_t mips);
ObjToken<IShaderStage> newShaderStage(const uint8_t* data, size_t size, PipelineStage stage);

View File

@ -63,6 +63,37 @@ static const char* GammaFS =
" return colorOut;\n"
"}\n";
static const char* CubeFlipFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float2 uv;\n"
"};\n"
"\n"
"struct Output {\n"
" float4 color0 [[ color(0) ]];\n"
" float4 color1 [[ color(1) ]];\n"
" float4 color2 [[ color(2) ]];\n"
" float4 color3 [[ color(3) ]];\n"
" float4 color4 [[ color(4) ]];\n"
" float4 color5 [[ color(5) ]];\n"
"};\n"
"fragment Output fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d_array<float> tex [[ texture(0) ]])\n"
"{\n"
" Output out;\n"
" out.color0 = tex.sample(clampSamp, vtf.uv, 0);\n"
" out.color1 = tex.sample(clampSamp, vtf.uv, 1);\n"
" out.color2 = tex.sample(clampSamp, vtf.uv, 2);\n"
" out.color3 = tex.sample(clampSamp, vtf.uv, 3);\n"
" out.color4 = tex.sample(clampSamp, vtf.uv, 4);\n"
" out.color5 = tex.sample(clampSamp, vtf.uv, 5);\n"
" return out;\n"
"}\n";
namespace boo {
static logvisor::Module Log("boo::Metal");
struct MetalCommandQueue;
@ -84,43 +115,10 @@ class MetalDataFactoryImpl : public MetalDataFactory, public GraphicsDataFactory
ObjToken<ITextureD> m_gammaLUT;
ObjToken<IGraphicsBufferS> m_gammaVBO;
ObjToken<IShaderDataBinding> m_gammaBinding;
void SetupGammaResources() {
m_hasTessellation = [m_ctx->m_dev supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v2];
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
auto vertexMetal = MetalDataFactory::CompileMetal(GammaVS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexMetal, PipelineStage::Vertex);
auto fragmentMetal = MetalDataFactory::CompileMetal(GammaFS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment);
const VertexElementDescriptor vfmt[] = {
{VertexSemantic::Position4},
{VertexSemantic::UV4}
};
AdditionalPipelineInfo info =
{
BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None
};
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt, info);
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
setDisplayGamma(1.f);
const struct Vert {
float pos[4];
float uv[4];
} verts[4] = {
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
};
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {},
0, nullptr, nullptr, 2, texs, nullptr, nullptr);
return true;
}BooTrace);
}
ObjToken<IGraphicsBufferS> m_cubeFlipVBO;
id<MTLRenderPipelineState> m_cubeFlipShader;
void SetupGammaResources();
public:
@ -601,6 +599,140 @@ public:
}
};
class MetalTextureCubeR : public GraphicsDataNode<ITextureCubeR> {
friend class MetalDataFactory;
friend struct MetalCommandQueue;
size_t m_width = 0;
size_t m_numMips = 0;
void Setup(MetalContext* ctx) {
@autoreleasepool {
MTLTextureDescriptor* desc =
[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:ctx->m_pixelFormat
width:m_width height:m_width
mipmapped:NO];
desc.storageMode = MTLStorageModePrivate;
desc.textureType = MTLTextureType2DArray;
desc.sampleCount = 1;
desc.arrayLength = 6;
desc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
m_colorTex = [ctx->m_dev newTextureWithDescriptor:desc];
desc.pixelFormat = MTLPixelFormatDepth32Float;
desc.usage = MTLTextureUsageRenderTarget;
m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
desc.textureType = MTLTextureTypeCube;
desc.sampleCount = 1;
desc.arrayLength = 1;
desc.mipmapLevelCount = m_numMips;
desc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
desc.pixelFormat = ctx->m_pixelFormat;
m_colorBindTex = [ctx->m_dev newTextureWithDescriptor:desc];
for (NSUInteger i = 0; i < 6; ++i) {
m_passDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
m_passDesc[i].colorAttachments[0].texture = m_colorTex;
m_passDesc[i].colorAttachments[0].slice = i;
m_passDesc[i].colorAttachments[0].loadAction = MTLLoadActionLoad;
m_passDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
m_passDesc[i].depthAttachment.texture = m_depthTex;
m_passDesc[i].depthAttachment.slice = i;
m_passDesc[i].depthAttachment.loadAction = MTLLoadActionLoad;
m_passDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
m_passDesc[i].depthAttachment.clearDepth = 0.f;
}
for (NSUInteger i = 0; i < 6; ++i) {
m_clearDepthPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
m_clearDepthPassDesc[i].colorAttachments[0].texture = m_colorTex;
m_clearDepthPassDesc[i].colorAttachments[0].slice = i;
m_clearDepthPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionLoad;
m_clearDepthPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
m_clearDepthPassDesc[i].depthAttachment.texture = m_depthTex;
m_clearDepthPassDesc[i].depthAttachment.slice = i;
m_clearDepthPassDesc[i].depthAttachment.loadAction = MTLLoadActionClear;
m_clearDepthPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
m_clearDepthPassDesc[i].depthAttachment.clearDepth = 0.f;
}
for (NSUInteger i = 0; i < 6; ++i) {
m_clearColorPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
m_clearColorPassDesc[i].colorAttachments[0].texture = m_colorTex;
m_clearColorPassDesc[i].colorAttachments[0].slice = i;
m_clearColorPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionClear;
m_clearColorPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
m_clearColorPassDesc[i].colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
m_clearColorPassDesc[i].depthAttachment.texture = m_depthTex;
m_clearColorPassDesc[i].depthAttachment.slice = i;
m_clearColorPassDesc[i].depthAttachment.loadAction = MTLLoadActionLoad;
m_clearColorPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
m_clearColorPassDesc[i].depthAttachment.clearDepth = 0.f;
}
for (NSUInteger i = 0; i < 6; ++i) {
m_clearBothPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
m_clearBothPassDesc[i].colorAttachments[0].texture = m_colorTex;
m_clearBothPassDesc[i].colorAttachments[0].slice = i;
m_clearBothPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionClear;
m_clearBothPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
m_clearBothPassDesc[i].colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
m_clearBothPassDesc[i].depthAttachment.texture = m_depthTex;
m_clearBothPassDesc[i].depthAttachment.slice = i;
m_clearBothPassDesc[i].depthAttachment.loadAction = MTLLoadActionClear;
m_clearBothPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
m_clearBothPassDesc[i].depthAttachment.clearDepth = 0.f;
}
{
m_blitColor = [MTLRenderPassDescriptor renderPassDescriptor];
for (NSUInteger i = 0; i < 6; ++i) {
m_blitColor.colorAttachments[i].texture = m_colorBindTex;
m_blitColor.colorAttachments[i].slice = i;
m_blitColor.colorAttachments[i].loadAction = MTLLoadActionDontCare;
m_blitColor.colorAttachments[i].storeAction = MTLStoreActionStore;
m_blitColor.colorAttachments[i].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
}
}
}
}
MetalTextureCubeR(const ObjToken<BaseGraphicsData>& parent, MetalContext* ctx, size_t width, size_t mips)
: GraphicsDataNode<ITextureCubeR>(parent), m_width(width), m_numMips(mips) {
Setup(ctx);
}
public:
id <MTLTexture> m_colorTex;
id <MTLTexture> m_depthTex;
id <MTLTexture> m_colorBindTex;
MTLRenderPassDescriptor* m_passDesc[6];
MTLRenderPassDescriptor* m_clearDepthPassDesc[6];
MTLRenderPassDescriptor* m_clearColorPassDesc[6];
MTLRenderPassDescriptor* m_clearBothPassDesc[6];
MTLRenderPassDescriptor* m_blitColor;
~MetalTextureCubeR() = default;
void resize(MetalContext* ctx, size_t width, size_t mips) {
if (width < 1)
width = 1;
m_width = width;
m_numMips = mips;
Setup(ctx);
}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
0,
@ -1008,6 +1140,10 @@ static id <MTLTexture> GetTextureGPUResource(const ObjToken<ITexture>& tex, int
const MetalTextureR* ctex = tex.cast<MetalTextureR>();
return depth ? ctex->m_depthBindTex[bindIdx] : ctex->m_colorBindTex[bindIdx];
}
case TextureType::CubeRender: {
const MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
return ctex->m_colorBindTex;
}
default:
break;
}
@ -1211,7 +1347,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
}
}
ObjToken<ITextureR> m_boundTarget;
ObjToken<ITexture> m_boundTarget;
void _setRenderTarget(const ObjToken<ITextureR>& target, bool clearColor, bool clearDepth) {
@autoreleasepool {
@ -1232,7 +1368,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
if (m_boundScissor.width || m_boundScissor.height)
[m_enc setScissorRect:m_boundScissor];
} else
m_boundTarget = target;
m_boundTarget = target.get();
}
}
@ -1240,6 +1376,35 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
_setRenderTarget(target, false, false);
}
int m_boundFace = 0;
void _setRenderTarget(const ObjToken<ITextureCubeR>& target, int face, bool clearColor, bool clearDepth) {
@autoreleasepool {
MetalTextureCubeR* ctarget = target.cast<MetalTextureCubeR>();
[m_enc endEncoding];
if (clearColor && clearDepth)
m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearBothPassDesc[face]];
else if (clearColor)
m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearColorPassDesc[face]];
else if (clearDepth)
m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearDepthPassDesc[face]];
else
m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_passDesc[face]];
[m_enc setFrontFacingWinding:MTLWindingCounterClockwise];
if (ctarget == m_boundTarget.get()) {
if (m_boundVp.width || m_boundVp.height)
[m_enc setViewport:m_boundVp];
if (m_boundScissor.width || m_boundScissor.height)
[m_enc setScissorRect:m_boundScissor];
} else
m_boundTarget = target.get();
m_boundFace = face;
}
}
void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) {
_setRenderTarget(target, face, false, false);
}
MTLViewport m_boundVp = {};
void setViewport(const SWindowRect& rect, float znear, float zfar) {
@ -1252,11 +1417,25 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
void setScissor(const SWindowRect& rect) {
if (m_boundTarget) {
MetalTextureR* ctarget = m_boundTarget.cast<MetalTextureR>();
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_height));
m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
NSUInteger(ctarget->m_height - intersectRect.location[1] - intersectRect.size[1]),
NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
switch (m_boundTarget->type()) {
case TextureType::Render: {
MetalTextureR* ctarget = m_boundTarget.cast<MetalTextureR>();
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_height));
m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
NSUInteger(ctarget->m_height - intersectRect.location[1] - intersectRect.size[1]),
NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
break;
}
case TextureType::CubeRender: {
MetalTextureCubeR* ctarget = m_boundTarget.cast<MetalTextureCubeR>();
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_width));
m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
NSUInteger(ctarget->m_width - intersectRect.location[1] - intersectRect.size[1]),
NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
break;
}
default: break;
}
[m_enc setScissorRect:m_boundScissor];
}
}
@ -1268,6 +1447,38 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
m_texResizes[ctex] = std::make_pair(width, height);
}
std::unordered_map<MetalTextureCubeR*, std::pair<size_t, size_t>> m_texCubeResizes;
void resizeRenderTexture(const ObjToken<ITextureCubeR>& tex, size_t width, size_t mips) {
MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
m_texCubeResizes[ctex] = std::make_pair(width, mips);
}
void generateMipmaps(const ObjToken<ITextureCubeR>& tex) {
@autoreleasepool {
[m_enc endEncoding];
m_enc = nil;
m_boundTarget.reset();
MetalDataFactoryImpl* dataFactory = static_cast<MetalDataFactoryImpl*>(m_parent->getDataFactory());
MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
id <MTLRenderCommandEncoder> enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctex->m_blitColor];
[enc setFragmentSamplerStates:m_samplers withRange:NSMakeRange(0, 5)];
[enc setRenderPipelineState:dataFactory->m_cubeFlipShader];
id <MTLBuffer> buf = dataFactory->m_cubeFlipVBO.cast<MetalGraphicsBufferS>()->m_buf;
[enc setVertexBuffer:buf offset:0 atIndex:0];
[enc setFragmentTexture:ctex->m_colorTex atIndex:0];
[enc drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
[enc endEncoding];
id <MTLBlitCommandEncoder> blitEnc = [m_cmdBuf blitCommandEncoder];
[blitEnc generateMipmapsForTexture:ctex->m_colorBindTex];
[blitEnc endEncoding];
}
}
void schedulePostFrameHandler(std::function<void(void)>&& func) {
func();
}
@ -1283,10 +1494,20 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
m_clearColor[3] = rgba[3];
}
void _autoSetRenderTarget(bool render, bool depth) {
switch (m_boundTarget->type()) {
case TextureType::Render:
_setRenderTarget(m_boundTarget.cast<ITextureR>(), render, depth); break;
case TextureType::CubeRender:
_setRenderTarget(m_boundTarget.cast<ITextureCubeR>(), m_boundFace, render, depth); break;
default: break;
}
}
void clearTarget(bool render = true, bool depth = true) {
if (!m_boundTarget)
return;
_setRenderTarget(m_boundTarget, render, depth);
_autoSetRenderTarget(render, depth);
}
void draw(size_t start, size_t count) {
@ -1414,7 +1635,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
offset:patchStart * sizeof(MTLQuadTessellationFactorsHalf) atIndex:3];
[computeEnc dispatchThreads:MTLSizeMake(patchCount, 1, 1) threadsPerThreadgroup:MTLSizeMake(32, 1, 1)];
[computeEnc endEncoding];
_setRenderTarget(m_boundTarget, false, false);
_autoSetRenderTarget(false, false);
m_boundData->bind(m_enc, m_fillBuf);
[m_enc setFragmentSamplerStates:m_samplers withRange:NSMakeRange(0, 5)];
[m_enc setVertexSamplerStates:m_samplers withRange:NSMakeRange(0, 5)];
@ -1462,10 +1683,13 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
}
/* Perform texture resizes */
if (m_texResizes.size()) {
if (m_texResizes.size() || m_texCubeResizes.size()) {
for (const auto& resize : m_texResizes)
resize.first->resize(m_ctx, resize.second.first, resize.second.second);
m_texResizes.clear();
for (const auto& resize : m_texCubeResizes)
resize.first->resize(m_ctx, resize.second.first, resize.second.second);
m_texCubeResizes.clear();
m_cmdBuf = [m_ctx->m_q commandBuffer];
return;
}
@ -1704,6 +1928,14 @@ MetalDataFactory::Context::newRenderTexture(size_t width, size_t height, Texture
}
}
ObjToken<ITextureCubeR>
MetalDataFactory::Context::newCubeRenderTexture(size_t width, size_t mips) {
@autoreleasepool {
MetalDataFactoryImpl& factory = static_cast<MetalDataFactoryImpl&>(m_parent);
return {new MetalTextureCubeR(m_data, factory.m_ctx, width, mips)};
}
}
ObjToken<IShaderStage>
MetalDataFactory::Context::newShaderStage(const uint8_t* data, size_t size, PipelineStage stage) {
@autoreleasepool {
@ -1782,6 +2014,71 @@ std::vector<uint8_t> MetalDataFactory::CompileMetal(const char* source, Pipeline
memcpy(ret.data() + 1, source, strSz);
return ret;
}
void MetalDataFactoryImpl::SetupGammaResources() {
m_hasTessellation = [m_ctx->m_dev supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v2];
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
auto vertexMetal = MetalDataFactory::CompileMetal(GammaVS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexMetal, PipelineStage::Vertex);
auto fragmentMetal = MetalDataFactory::CompileMetal(GammaFS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment);
const VertexElementDescriptor vfmt[] = {
{VertexSemantic::Position4},
{VertexSemantic::UV4}
};
VertexFormatInfo vfmtInfo(vfmt);
AdditionalPipelineInfo info =
{
BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None
};
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmtInfo, info);
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
setDisplayGamma(1.f);
const struct Vert {
float pos[4];
float uv[4];
} verts[4] = {
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
};
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {},
0, nullptr, nullptr, 2, texs, nullptr, nullptr);
Vert flipverts[4] = {{{-1.f, 1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{1.f, 1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{1.f, -1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}}};
m_cubeFlipVBO = ctx.newStaticBuffer(BufferUse::Vertex, flipverts, 32, 4);
{
fragmentMetal = MetalDataFactory::CompileMetal(CubeFlipFS, PipelineStage::Fragment);
fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment);
MTLRenderPipelineDescriptor* desc = [MTLRenderPipelineDescriptor new];
desc.vertexFunction = vertexShader.cast<MetalShaderStage>()->shader();
desc.fragmentFunction = fragmentShader.cast<MetalShaderStage>()->shader();
MetalVertexFormat cVtxFmt(vfmtInfo.elementCount, vfmtInfo.elements);
desc.vertexDescriptor = cVtxFmt.m_vdesc;
desc.sampleCount = 1;
for (NSUInteger i = 0; i < 6; ++i)
desc.colorAttachments[i].pixelFormat = m_ctx->m_pixelFormat;
desc.inputPrimitiveTopology = MTLPrimitiveTopologyClassTriangle;
NSError* err = nullptr;
m_cubeFlipShader = [m_ctx->m_dev newRenderPipelineStateWithDescriptor:desc error:&err];
if (err)
Log.report(logvisor::Fatal, "error making shader pipeline: %s",
[[err localizedDescription] UTF8String]);
}
return true;
} BooTrace);
}
}