metaforce/hecl/lib/Backend/Metal.cpp

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#include "hecl/Backend/Metal.hpp"
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#if BOO_HAS_METAL
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#include "hecl/Runtime.hpp"
#include <athena/MemoryReader.hpp>
#include <athena/MemoryWriter.hpp>
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#include <boo/graphicsdev/Metal.hpp>
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static logvisor::Module Log("hecl::Backend::Metal");
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namespace hecl
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{
namespace Backend
{
std::string Metal::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
{
switch (src)
{
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case TexGenSrc::Position:
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return "v.posIn.xy\n";
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case TexGenSrc::Normal:
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return "v.normIn.xy\n";
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case TexGenSrc::UV:
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return hecl::Format("v.uvIn%u", uvIdx);
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default: break;
}
return std::string();
}
std::string Metal::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
{
switch (src)
{
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case TexGenSrc::Position:
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return "float4(v.posIn, 1.0)\n";
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case TexGenSrc::Normal:
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return "float4(v.normIn, 1.0)\n";
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case TexGenSrc::UV:
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return hecl::Format("float4(v.uvIn%u, 0.0, 1.0)", uvIdx);
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default: break;
}
return std::string();
}
std::string Metal::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const
{
std::string retval =
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float3 normIn [[ attribute(1) ]];\n";
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unsigned idx = 2;
if (col)
{
for (unsigned i=0 ; i<col ; ++i, ++idx)
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retval += hecl::Format(" float4 colIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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if (uv)
{
for (unsigned i=0 ; i<uv ; ++i, ++idx)
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retval += hecl::Format(" float2 uvIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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if (w)
{
for (unsigned i=0 ; i<w ; ++i, ++idx)
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retval += hecl::Format(" float4 weightIn%u [[ attribute(%u) ]];\n", i, idx);
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}
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return retval + "};\n";
}
std::string Metal::GenerateVertToFragStruct() const
{
std::string retval =
"struct VertToFrag\n"
"{\n"
" float4 mvpPos [[ position ]];\n"
" float4 mvPos;\n"
" float4 mvNorm;\n";
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if (m_tcgs.size())
{
for (size_t i=0 ; i<m_tcgs.size() ; ++i)
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retval += hecl::Format(" float2 tcgs%" PRISize ";\n", i);
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}
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return retval + "};\n";
}
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std::string Metal::GenerateVertUniformStruct(unsigned skinSlots) const
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{
if (skinSlots == 0)
skinSlots = 1;
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std::string retval = hecl::Format("struct HECLVertUniform\n"
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"{\n"
" float4x4 mv[%u];\n"
" float4x4 mvInv[%u];\n"
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" float4x4 proj;\n"
"};\n",
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skinSlots, skinSlots);
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return retval;
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}
void Metal::reset(const IR& ir, Diagnostics& diag)
{
/* Common programmable interpretation */
ProgrammableCommon::reset(ir, diag, "Metal");
}
std::string Metal::makeVert(unsigned col, unsigned uv, unsigned w,
unsigned s, unsigned tm) const
{
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std::string tmStr;
if (tm)
tmStr = hecl::Format(",\nconstant float4x4 texMtxs[%u] [[ buffer(3) ]]", tm);
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n" +
GenerateVertInStruct(col, uv, w) + "\n" +
GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s) +
"\nvertex VertToFrag vmain(VertData v [[ stage_in ]],\n"
" constant HECLVertUniform& vu [[ buffer(2) ]]" + tmStr + ")\n"
"{\n"
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" VertToFrag vtf;\n";
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if (s)
{
/* skinned */
retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
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retval += hecl::Format(" posAccum += (vu.mv[%" PRISize "] * float4(v.posIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n"
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" normAccum += (vu.mvInv[%" PRISize "] * float4(v.normIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
" vtf.mvpPos = vu.proj * posAccum;\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = vu.mv[0] * float4(v.posIn, 1.0);\n"
" vtf.mvNorm = vu.mvInv[0] * float4(v.normIn, 0.0);\n"
" vtf.mvpPos = vu.proj * vtf.mvPos;\n";
}
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int tcgIdx = 0;
for (const TexCoordGen& tcg : m_tcgs)
{
if (tcg.m_mtx < 0)
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retval += hecl::Format(" vtf.tcgs%u = %s;\n", tcgIdx,
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EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
else
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retval += hecl::Format(" vtf.tcgs%u = (texMtxs[%u] * %s).xy;\n", tcgIdx, tcg.m_mtx,
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EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
++tcgIdx;
}
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return retval + " return vtf;\n}\n";
}
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std::string Metal::makeFrag(size_t blockCount, const char** blockNames,
const ShaderFunction& lighting) const
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{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
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std::string texMapDecl;
if (m_texMapEnd)
{
for (int i=0 ; i<m_texMapEnd ; ++i)
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texMapDecl += hecl::Format(",\ntexture2d<float> tex%u [[ texture(%u) ]]", i, i);
}
std::string blockCall;
for (size_t i=0 ; i<blockCount ; ++i)
{
texMapDecl += hecl::Format(",\nconstant %s& block%" PRISize " [[ buffer(%" PRISize ") ]]", blockNames[i], i, i + 4);
if (blockCall.size())
blockCall += ", ";
blockCall += hecl::Format("block%" PRISize, i);
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}
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n" +
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GenerateVertToFragStruct() + "\n" +
lightingSrc + "\n" +
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]]" + texMapDecl + ")\n{\n";
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if (m_lighting)
{
if (lighting.m_entry)
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retval += hecl::Format(" float4 lighting = %s(%s, vtf.mvPos, vtf.mvNorm);\n", lighting.m_entry, blockCall.c_str());
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else
retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
}
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unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
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retval += hecl::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
retval += " return float4(" + m_colorExpr + ", " + m_alphaExpr + ");\n";
else
retval += " return float4(" + m_colorExpr + ", 1.0);\n";
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return retval + "}\n";
}
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std::string Metal::makeFrag(size_t blockCount, const char** blockNames,
const ShaderFunction& lighting,
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const ShaderFunction& post) const
{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
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std::string postSrc;
if (post.m_source)
postSrc = post.m_source;
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std::string postEntry;
if (post.m_entry)
postEntry = post.m_entry;
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std::string texMapDecl;
if (m_texMapEnd)
{
for (int i=0 ; i<m_texMapEnd ; ++i)
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texMapDecl += hecl::Format(",\ntexture2d<float> tex%u [[ texture(%u) ]]", i, i);
}
std::string blockCall;
for (size_t i=0 ; i<blockCount ; ++i)
{
texMapDecl += hecl::Format(",\nconstant %s& block%" PRISize " [[ buffer(%" PRISize ") ]]", blockNames[i], i, i + 4);
if (blockCall.size())
blockCall += ", ";
blockCall += hecl::Format("block%" PRISize, i);
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}
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std::string retval = "#include <metal_stdlib>\nusing namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n" +
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GenerateVertToFragStruct() + "\n" +
lightingSrc + "\n" +
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]]" + texMapDecl + ")\n{\n";
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if (m_lighting)
{
if (lighting.m_entry)
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retval += hecl::Format(" float4 lighting = %s(%s, vtf.mvPos, vtf.mvNorm);\n", lighting.m_entry, blockCall.c_str());
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else
retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
}
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unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
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retval += hecl::Format(" float4 sampling%u = tex%u.sample(samp, vtf.tcgs%u);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", " + m_alphaExpr + "));\n";
else
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", 1.0));\n";
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return retval + "}\n";
}
}
namespace Runtime
{
struct MetalBackendFactory : IShaderBackendFactory
{
Backend::Metal m_backend;
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ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
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const hecl::Frontend::IR& ir,
hecl::Frontend::Diagnostics& diag,
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boo::IGraphicsDataFactory::Context& ctx,
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boo::IShaderPipeline*& objOut)
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{
if (!m_rtHint)
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Log.report(logvisor::Fatal,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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m_backend.reset(ir, diag);
size_t cachedSz = 2;
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std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
cachedSz += vertSource.size() + 1;
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std::string fragSource = m_backend.makeFrag(0, nullptr);
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cachedSz += fragSource.size() + 1;
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objOut =
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static_cast<boo::MetalDataFactory::Context&>(ctx).
newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(ctx), m_rtHint,
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getPrimType(),
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!objOut)
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Log.report(logvisor::Fatal, "unable to build shader");
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ShaderCachedData dataOut(tag, cachedSz);
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athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
w.writeUByte(atUint8(m_backend.m_blendDst));
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w.writeString(vertSource);
w.writeString(fragSource);
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return dataOut;
}
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boo::IShaderPipeline* buildShaderFromCache(const ShaderCachedData& data,
boo::IGraphicsDataFactory::Context& ctx)
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{
if (!m_rtHint)
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Log.report(logvisor::Fatal,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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const ShaderTag& tag = data.m_tag;
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athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
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boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
std::string vertSource = r.readString();
std::string fragSource = r.readString();
boo::IShaderPipeline* ret =
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static_cast<boo::MetalDataFactory::Context&>(ctx).
newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(ctx), m_rtHint,
blendSrc, blendDst, tag.getPrimType(),
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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return ret;
}
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ShaderCachedData buildExtendedShaderFromIR(const ShaderTag& tag,
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const hecl::Frontend::IR& ir,
hecl::Frontend::Diagnostics& diag,
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const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
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boo::IGraphicsDataFactory::Context& ctx,
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FReturnExtensionShader returnFunc)
{
if (!m_rtHint)
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Log.report(logvisor::Fatal,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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m_backend.reset(ir, diag);
size_t cachedSz = 2;
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std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
cachedSz += vertSource.size() + 1;
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std::vector<std::string> fragSources;
fragSources.reserve(extensionSlots.size());
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
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fragSources.push_back(m_backend.makeFrag(slot.blockCount, slot.blockNames, slot.lighting, slot.post));
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cachedSz += fragSources.back().size() + 1;
boo::IShaderPipeline* ret =
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static_cast<boo::MetalDataFactory::Context&>(ctx).
newShaderPipeline(vertSource.c_str(), fragSources.back().c_str(),
tag.newVertexFormat(ctx), m_rtHint,
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getPrimType(),
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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returnFunc(ret);
}
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ShaderCachedData dataOut(tag, cachedSz);
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athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
w.writeUByte(atUint8(m_backend.m_blendDst));
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w.writeString(vertSource);
for (const std::string src : fragSources)
w.writeString(src);
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return dataOut;
}
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void buildExtendedShaderFromCache(const ShaderCachedData& data,
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
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boo::IGraphicsDataFactory::Context& ctx,
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FReturnExtensionShader returnFunc)
{
if (!m_rtHint)
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Log.report(logvisor::Fatal,
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"ShaderCacheManager::setRenderTargetHint must be called before making metal shaders");
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const ShaderTag& tag = data.m_tag;
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athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
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boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
std::string vertSource = r.readString();
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
std::string fragSource = r.readString();
boo::IShaderPipeline* ret =
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static_cast<boo::MetalDataFactory::Context&>(ctx).
newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
tag.newVertexFormat(ctx), m_rtHint,
blendSrc, blendDst, tag.getPrimType(),
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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returnFunc(ret);
}
}
};
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IShaderBackendFactory* _NewMetalBackendFactory()
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{
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return new struct MetalBackendFactory();
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}
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}
}
#endif