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Make the MetalFunctionData object returned by GetFunction() own a reference to the MTLFunction and release it on destruction.
152 lines
5.9 KiB
Plaintext
152 lines
5.9 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/RenderPipelineMTL.h"
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#include "backend/metal/BlendStateMTL.h"
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#include "backend/metal/DepthStencilStateMTL.h"
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#include "backend/metal/InputStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/ShaderModuleMTL.h"
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#include "backend/metal/TextureMTL.h"
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namespace backend { namespace metal {
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namespace {
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MTLPrimitiveType MTLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
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switch (primitiveTopology) {
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case nxt::PrimitiveTopology::PointList:
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return MTLPrimitiveTypePoint;
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case nxt::PrimitiveTopology::LineList:
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return MTLPrimitiveTypeLine;
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case nxt::PrimitiveTopology::LineStrip:
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return MTLPrimitiveTypeLineStrip;
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case nxt::PrimitiveTopology::TriangleList:
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return MTLPrimitiveTypeTriangle;
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case nxt::PrimitiveTopology::TriangleStrip:
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return MTLPrimitiveTypeTriangleStrip;
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}
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}
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MTLPrimitiveTopologyClass MTLInputPrimitiveTopology(
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nxt::PrimitiveTopology primitiveTopology) {
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switch (primitiveTopology) {
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case nxt::PrimitiveTopology::PointList:
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return MTLPrimitiveTopologyClassPoint;
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case nxt::PrimitiveTopology::LineList:
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case nxt::PrimitiveTopology::LineStrip:
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return MTLPrimitiveTopologyClassLine;
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case nxt::PrimitiveTopology::TriangleList:
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case nxt::PrimitiveTopology::TriangleStrip:
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return MTLPrimitiveTopologyClassTriangle;
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}
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}
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MTLIndexType MTLIndexFormat(nxt::IndexFormat format) {
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switch (format) {
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case nxt::IndexFormat::Uint16:
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return MTLIndexTypeUInt16;
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case nxt::IndexFormat::Uint32:
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return MTLIndexTypeUInt32;
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}
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}
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}
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RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
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: RenderPipelineBase(builder),
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mMtlIndexType(MTLIndexFormat(GetIndexFormat())),
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mMtlPrimitiveTopology(MTLPrimitiveTopology(GetPrimitiveTopology())) {
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auto mtlDevice = ToBackend(builder->GetDevice())->GetMTLDevice();
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MTLRenderPipelineDescriptor* descriptor = [MTLRenderPipelineDescriptor new];
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for (auto stage : IterateStages(GetStageMask())) {
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const auto& module = ToBackend(builder->GetStageInfo(stage).module);
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const auto& entryPoint = builder->GetStageInfo(stage).entryPoint;
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ShaderModule::MetalFunctionData data =
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module->GetFunction(entryPoint.c_str(), ToBackend(GetLayout()));
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id<MTLFunction> function = data.function;
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switch (stage) {
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case nxt::ShaderStage::Vertex:
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descriptor.vertexFunction = function;
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break;
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case nxt::ShaderStage::Fragment:
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descriptor.fragmentFunction = function;
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break;
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case nxt::ShaderStage::Compute:
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UNREACHABLE();
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}
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}
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RenderPass* renderPass = ToBackend(GetRenderPass());
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auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
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if (subpassInfo.depthStencilAttachmentSet) {
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const auto& attachmentInfo =
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renderPass->GetAttachmentInfo(subpassInfo.depthStencilAttachment);
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descriptor.depthAttachmentPixelFormat = MetalPixelFormat(attachmentInfo.format);
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descriptor.stencilAttachmentPixelFormat = MetalPixelFormat(attachmentInfo.format);
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}
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for (unsigned int attachmentSlot : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
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uint32_t attachment = subpassInfo.colorAttachments[attachmentSlot];
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const auto& attachmentInfo = renderPass->GetAttachmentInfo(attachment);
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descriptor.colorAttachments[attachmentSlot].pixelFormat =
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MetalPixelFormat(attachmentInfo.format);
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ToBackend(GetBlendState(attachmentSlot))
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->ApplyBlendState(descriptor.colorAttachments[attachmentSlot]);
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}
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descriptor.inputPrimitiveTopology = MTLInputPrimitiveTopology(GetPrimitiveTopology());
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InputState* inputState = ToBackend(GetInputState());
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descriptor.vertexDescriptor = inputState->GetMTLVertexDescriptor();
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// TODO(kainino@chromium.org): push constants, textures, samplers
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NSError* error = nil;
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mMtlRenderPipelineState =
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[mtlDevice newRenderPipelineStateWithDescriptor:descriptor error:&error];
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if (error != nil) {
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NSLog(@" error => %@", error);
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builder->HandleError("Error creating pipeline state");
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[descriptor release];
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return;
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}
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[descriptor release];
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}
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RenderPipeline::~RenderPipeline() {
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[mMtlRenderPipelineState release];
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}
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MTLIndexType RenderPipeline::GetMTLIndexType() const {
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return mMtlIndexType;
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}
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MTLPrimitiveType RenderPipeline::GetMTLPrimitiveTopology() const {
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return mMtlPrimitiveTopology;
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}
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void RenderPipeline::Encode(id<MTLRenderCommandEncoder> encoder) {
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[encoder setRenderPipelineState:mMtlRenderPipelineState];
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}
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}} // namespace backend::metal
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