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Previously didn't tell SPIRV-Cross at which MSL resource indices the different SPIRV binding should be, and were lucky that it's giving indices in increasing order matched the PipelineLayout in all our samples. Fix this by making SPIRV->MSL compilation depend on the PipelineLayout so we can tell SPIRV-Cross which binding goes where. We should do the same for vertex attributes eventually as they are hardcoded to start at kMaxBindingsPerGroup currently. Also a couple unrelated cleanups (unused function, usage of IterateBitSet).
67 lines
2.5 KiB
Plaintext
67 lines
2.5 KiB
Plaintext
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/MetalBackend.h"
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namespace backend {
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namespace metal {
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PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder)
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: PipelineLayoutBase(builder) {
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// Each stage has its own numbering namespace in CompilerMSL.
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for (auto stage : IterateStages(kAllStages)) {
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// Buffer number 0 is reserved for push constants
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uint32_t bufferIndex = 1;
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uint32_t samplerIndex = 0;
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uint32_t textureIndex = 0;
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for (size_t group = 0; group < kMaxBindGroups; ++group) {
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const auto& groupInfo = GetBindGroupLayout(group)->GetBindingInfo();
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for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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if (!(groupInfo.visibilities[binding] & StageBit(stage))) {
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continue;
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}
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if (!groupInfo.mask[binding]) {
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continue;
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}
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switch (groupInfo.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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case nxt::BindingType::StorageBuffer:
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indexInfo[stage][group][binding] = bufferIndex;
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bufferIndex++;
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break;
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case nxt::BindingType::Sampler:
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indexInfo[stage][group][binding] = samplerIndex;
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samplerIndex++;
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break;
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case nxt::BindingType::SampledTexture:
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indexInfo[stage][group][binding] = textureIndex;
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textureIndex++;
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break;
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}
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}
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}
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}
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}
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const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo(nxt::ShaderStage stage) const {
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return indexInfo[stage];
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}
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}
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}
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