mirror of https://github.com/AxioDL/boo.git
Cubemap support for metal
This commit is contained in:
parent
18bb6e7439
commit
99519d3882
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@ -33,6 +33,7 @@ public:
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ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
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ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, size_t colorBindCount,
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size_t depthBindCount);
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ObjToken<ITextureCubeR> newCubeRenderTexture(size_t width, size_t mips);
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ObjToken<IShaderStage> newShaderStage(const uint8_t* data, size_t size, PipelineStage stage);
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@ -63,6 +63,37 @@ static const char* GammaFS =
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" return colorOut;\n"
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"}\n";
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static const char* CubeFlipFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos [[ position ]];\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"struct Output {\n"
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" float4 color0 [[ color(0) ]];\n"
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" float4 color1 [[ color(1) ]];\n"
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" float4 color2 [[ color(2) ]];\n"
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" float4 color3 [[ color(3) ]];\n"
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" float4 color4 [[ color(4) ]];\n"
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" float4 color5 [[ color(5) ]];\n"
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"};\n"
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"fragment Output fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler clampSamp [[ sampler(3) ]],\n"
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" texture2d_array<float> tex [[ texture(0) ]])\n"
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"{\n"
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" Output out;\n"
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" out.color0 = tex.sample(clampSamp, vtf.uv, 0);\n"
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" out.color1 = tex.sample(clampSamp, vtf.uv, 1);\n"
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" out.color2 = tex.sample(clampSamp, vtf.uv, 2);\n"
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" out.color3 = tex.sample(clampSamp, vtf.uv, 3);\n"
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" out.color4 = tex.sample(clampSamp, vtf.uv, 4);\n"
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" out.color5 = tex.sample(clampSamp, vtf.uv, 5);\n"
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" return out;\n"
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"}\n";
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namespace boo {
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static logvisor::Module Log("boo::Metal");
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struct MetalCommandQueue;
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@ -84,43 +115,10 @@ class MetalDataFactoryImpl : public MetalDataFactory, public GraphicsDataFactory
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ObjToken<ITextureD> m_gammaLUT;
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ObjToken<IGraphicsBufferS> m_gammaVBO;
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ObjToken<IShaderDataBinding> m_gammaBinding;
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ObjToken<IGraphicsBufferS> m_cubeFlipVBO;
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id<MTLRenderPipelineState> m_cubeFlipShader;
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void SetupGammaResources() {
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m_hasTessellation = [m_ctx->m_dev supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v2];
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commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
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auto vertexMetal = MetalDataFactory::CompileMetal(GammaVS, PipelineStage::Vertex);
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auto vertexShader = ctx.newShaderStage(vertexMetal, PipelineStage::Vertex);
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auto fragmentMetal = MetalDataFactory::CompileMetal(GammaFS, PipelineStage::Fragment);
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auto fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment);
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const VertexElementDescriptor vfmt[] = {
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{VertexSemantic::Position4},
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{VertexSemantic::UV4}
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};
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AdditionalPipelineInfo info =
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{
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BlendFactor::One, BlendFactor::Zero,
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Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None
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};
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m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt, info);
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m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
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setDisplayGamma(1.f);
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const struct Vert {
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float pos[4];
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float uv[4];
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} verts[4] = {
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{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
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{{1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
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{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
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{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
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};
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m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
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ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
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m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {},
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0, nullptr, nullptr, 2, texs, nullptr, nullptr);
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return true;
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}BooTrace);
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}
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void SetupGammaResources();
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public:
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@ -601,6 +599,140 @@ public:
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}
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};
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class MetalTextureCubeR : public GraphicsDataNode<ITextureCubeR> {
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friend class MetalDataFactory;
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friend struct MetalCommandQueue;
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size_t m_width = 0;
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size_t m_numMips = 0;
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void Setup(MetalContext* ctx) {
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@autoreleasepool {
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MTLTextureDescriptor* desc =
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[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:ctx->m_pixelFormat
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width:m_width height:m_width
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mipmapped:NO];
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desc.storageMode = MTLStorageModePrivate;
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desc.textureType = MTLTextureType2DArray;
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desc.sampleCount = 1;
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desc.arrayLength = 6;
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desc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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m_colorTex = [ctx->m_dev newTextureWithDescriptor:desc];
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desc.pixelFormat = MTLPixelFormatDepth32Float;
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desc.usage = MTLTextureUsageRenderTarget;
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m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
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desc.textureType = MTLTextureTypeCube;
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desc.sampleCount = 1;
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desc.arrayLength = 1;
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desc.mipmapLevelCount = m_numMips;
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desc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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desc.pixelFormat = ctx->m_pixelFormat;
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m_colorBindTex = [ctx->m_dev newTextureWithDescriptor:desc];
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for (NSUInteger i = 0; i < 6; ++i) {
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m_passDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
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m_passDesc[i].colorAttachments[0].texture = m_colorTex;
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m_passDesc[i].colorAttachments[0].slice = i;
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m_passDesc[i].colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_passDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
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m_passDesc[i].depthAttachment.texture = m_depthTex;
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m_passDesc[i].depthAttachment.slice = i;
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m_passDesc[i].depthAttachment.loadAction = MTLLoadActionLoad;
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m_passDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
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m_passDesc[i].depthAttachment.clearDepth = 0.f;
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}
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for (NSUInteger i = 0; i < 6; ++i) {
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m_clearDepthPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearDepthPassDesc[i].colorAttachments[0].texture = m_colorTex;
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m_clearDepthPassDesc[i].colorAttachments[0].slice = i;
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m_clearDepthPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_clearDepthPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc[i].depthAttachment.texture = m_depthTex;
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m_clearDepthPassDesc[i].depthAttachment.slice = i;
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m_clearDepthPassDesc[i].depthAttachment.loadAction = MTLLoadActionClear;
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m_clearDepthPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc[i].depthAttachment.clearDepth = 0.f;
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}
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for (NSUInteger i = 0; i < 6; ++i) {
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m_clearColorPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearColorPassDesc[i].colorAttachments[0].texture = m_colorTex;
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m_clearColorPassDesc[i].colorAttachments[0].slice = i;
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m_clearColorPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionClear;
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m_clearColorPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearColorPassDesc[i].colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
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m_clearColorPassDesc[i].depthAttachment.texture = m_depthTex;
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m_clearColorPassDesc[i].depthAttachment.slice = i;
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m_clearColorPassDesc[i].depthAttachment.loadAction = MTLLoadActionLoad;
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m_clearColorPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
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m_clearColorPassDesc[i].depthAttachment.clearDepth = 0.f;
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}
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for (NSUInteger i = 0; i < 6; ++i) {
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m_clearBothPassDesc[i] = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearBothPassDesc[i].colorAttachments[0].texture = m_colorTex;
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m_clearBothPassDesc[i].colorAttachments[0].slice = i;
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m_clearBothPassDesc[i].colorAttachments[0].loadAction = MTLLoadActionClear;
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m_clearBothPassDesc[i].colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearBothPassDesc[i].colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
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m_clearBothPassDesc[i].depthAttachment.texture = m_depthTex;
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m_clearBothPassDesc[i].depthAttachment.slice = i;
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m_clearBothPassDesc[i].depthAttachment.loadAction = MTLLoadActionClear;
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m_clearBothPassDesc[i].depthAttachment.storeAction = MTLStoreActionStore;
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m_clearBothPassDesc[i].depthAttachment.clearDepth = 0.f;
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}
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{
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m_blitColor = [MTLRenderPassDescriptor renderPassDescriptor];
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for (NSUInteger i = 0; i < 6; ++i) {
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m_blitColor.colorAttachments[i].texture = m_colorBindTex;
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m_blitColor.colorAttachments[i].slice = i;
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m_blitColor.colorAttachments[i].loadAction = MTLLoadActionDontCare;
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m_blitColor.colorAttachments[i].storeAction = MTLStoreActionStore;
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m_blitColor.colorAttachments[i].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
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}
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}
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}
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}
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MetalTextureCubeR(const ObjToken<BaseGraphicsData>& parent, MetalContext* ctx, size_t width, size_t mips)
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: GraphicsDataNode<ITextureCubeR>(parent), m_width(width), m_numMips(mips) {
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Setup(ctx);
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}
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public:
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id <MTLTexture> m_colorTex;
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id <MTLTexture> m_depthTex;
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id <MTLTexture> m_colorBindTex;
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MTLRenderPassDescriptor* m_passDesc[6];
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MTLRenderPassDescriptor* m_clearDepthPassDesc[6];
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MTLRenderPassDescriptor* m_clearColorPassDesc[6];
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MTLRenderPassDescriptor* m_clearBothPassDesc[6];
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MTLRenderPassDescriptor* m_blitColor;
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~MetalTextureCubeR() = default;
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void resize(MetalContext* ctx, size_t width, size_t mips) {
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if (width < 1)
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width = 1;
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m_width = width;
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m_numMips = mips;
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Setup(ctx);
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}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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0,
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@ -1008,6 +1140,10 @@ static id <MTLTexture> GetTextureGPUResource(const ObjToken<ITexture>& tex, int
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const MetalTextureR* ctex = tex.cast<MetalTextureR>();
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return depth ? ctex->m_depthBindTex[bindIdx] : ctex->m_colorBindTex[bindIdx];
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}
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case TextureType::CubeRender: {
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const MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
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return ctex->m_colorBindTex;
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}
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default:
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break;
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}
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@ -1211,7 +1347,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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}
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}
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ObjToken<ITextureR> m_boundTarget;
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ObjToken<ITexture> m_boundTarget;
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void _setRenderTarget(const ObjToken<ITextureR>& target, bool clearColor, bool clearDepth) {
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@autoreleasepool {
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@ -1232,7 +1368,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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if (m_boundScissor.width || m_boundScissor.height)
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[m_enc setScissorRect:m_boundScissor];
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} else
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m_boundTarget = target;
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m_boundTarget = target.get();
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}
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}
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@ -1240,6 +1376,35 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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_setRenderTarget(target, false, false);
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}
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int m_boundFace = 0;
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void _setRenderTarget(const ObjToken<ITextureCubeR>& target, int face, bool clearColor, bool clearDepth) {
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@autoreleasepool {
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MetalTextureCubeR* ctarget = target.cast<MetalTextureCubeR>();
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[m_enc endEncoding];
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if (clearColor && clearDepth)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearBothPassDesc[face]];
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else if (clearColor)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearColorPassDesc[face]];
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else if (clearDepth)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearDepthPassDesc[face]];
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else
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_passDesc[face]];
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[m_enc setFrontFacingWinding:MTLWindingCounterClockwise];
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if (ctarget == m_boundTarget.get()) {
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if (m_boundVp.width || m_boundVp.height)
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[m_enc setViewport:m_boundVp];
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if (m_boundScissor.width || m_boundScissor.height)
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[m_enc setScissorRect:m_boundScissor];
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} else
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m_boundTarget = target.get();
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m_boundFace = face;
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}
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}
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void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) {
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_setRenderTarget(target, face, false, false);
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}
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MTLViewport m_boundVp = {};
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void setViewport(const SWindowRect& rect, float znear, float zfar) {
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@ -1252,11 +1417,25 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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void setScissor(const SWindowRect& rect) {
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if (m_boundTarget) {
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MetalTextureR* ctarget = m_boundTarget.cast<MetalTextureR>();
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SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_height));
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m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
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NSUInteger(ctarget->m_height - intersectRect.location[1] - intersectRect.size[1]),
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NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
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switch (m_boundTarget->type()) {
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case TextureType::Render: {
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MetalTextureR* ctarget = m_boundTarget.cast<MetalTextureR>();
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SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_height));
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m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
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NSUInteger(ctarget->m_height - intersectRect.location[1] - intersectRect.size[1]),
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NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
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break;
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}
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case TextureType::CubeRender: {
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MetalTextureCubeR* ctarget = m_boundTarget.cast<MetalTextureCubeR>();
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SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, ctarget->m_width, ctarget->m_width));
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m_boundScissor = MTLScissorRect{NSUInteger(intersectRect.location[0]),
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NSUInteger(ctarget->m_width - intersectRect.location[1] - intersectRect.size[1]),
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NSUInteger(intersectRect.size[0]), NSUInteger(intersectRect.size[1])};
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break;
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}
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default: break;
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}
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[m_enc setScissorRect:m_boundScissor];
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}
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}
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@ -1268,6 +1447,38 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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m_texResizes[ctex] = std::make_pair(width, height);
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}
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std::unordered_map<MetalTextureCubeR*, std::pair<size_t, size_t>> m_texCubeResizes;
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void resizeRenderTexture(const ObjToken<ITextureCubeR>& tex, size_t width, size_t mips) {
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MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
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m_texCubeResizes[ctex] = std::make_pair(width, mips);
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}
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void generateMipmaps(const ObjToken<ITextureCubeR>& tex) {
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@autoreleasepool {
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[m_enc endEncoding];
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m_enc = nil;
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m_boundTarget.reset();
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MetalDataFactoryImpl* dataFactory = static_cast<MetalDataFactoryImpl*>(m_parent->getDataFactory());
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MetalTextureCubeR* ctex = tex.cast<MetalTextureCubeR>();
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id <MTLRenderCommandEncoder> enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctex->m_blitColor];
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[enc setFragmentSamplerStates:m_samplers withRange:NSMakeRange(0, 5)];
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[enc setRenderPipelineState:dataFactory->m_cubeFlipShader];
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id <MTLBuffer> buf = dataFactory->m_cubeFlipVBO.cast<MetalGraphicsBufferS>()->m_buf;
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[enc setVertexBuffer:buf offset:0 atIndex:0];
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[enc setFragmentTexture:ctex->m_colorTex atIndex:0];
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[enc drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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[enc endEncoding];
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id <MTLBlitCommandEncoder> blitEnc = [m_cmdBuf blitCommandEncoder];
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[blitEnc generateMipmapsForTexture:ctex->m_colorBindTex];
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[blitEnc endEncoding];
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}
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}
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void schedulePostFrameHandler(std::function<void(void)>&& func) {
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func();
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}
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@ -1283,10 +1494,20 @@ struct MetalCommandQueue : IGraphicsCommandQueue {
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m_clearColor[3] = rgba[3];
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}
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void _autoSetRenderTarget(bool render, bool depth) {
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switch (m_boundTarget->type()) {
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case TextureType::Render:
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_setRenderTarget(m_boundTarget.cast<ITextureR>(), render, depth); break;
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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 {
|
||||
|
@ -1783,6 +2015,71 @@ std::vector<uint8_t> MetalDataFactory::CompileMetal(const char* source, Pipeline
|
|||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue