diff options
author | Lukas Stockner <lukas.stockner@freenet.de> | 2022-10-30 00:41:21 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2022-10-30 01:14:59 +0300 |
commit | bc37e8d8399eef686b71341aa90eced9bc117786 (patch) | |
tree | 92e4af388150209df9bc44e2cba6f2f303aa7baf /source/blender/gpu/metal/mtl_shader.mm | |
parent | 552abb838c76d44a0d7d1226b59a1ab381e88386 (diff) | |
parent | d1d2f002c7caaf4ab457ec27bbc44666d7aac624 (diff) |
Merge remote-tracking branch 'origin/master' into principled-v2
Diffstat (limited to 'source/blender/gpu/metal/mtl_shader.mm')
-rw-r--r-- | source/blender/gpu/metal/mtl_shader.mm | 1250 |
1 files changed, 1250 insertions, 0 deletions
diff --git a/source/blender/gpu/metal/mtl_shader.mm b/source/blender/gpu/metal/mtl_shader.mm new file mode 100644 index 00000000000..006d3394378 --- /dev/null +++ b/source/blender/gpu/metal/mtl_shader.mm @@ -0,0 +1,1250 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +/** \file + * \ingroup gpu + */ + +#include "BKE_global.h" + +#include "BLI_string.h" +#include <algorithm> +#include <fstream> +#include <iostream> +#include <map> +#include <mutex> +#include <regex> +#include <sstream> +#include <string> + +#include <cstring> + +#include "GPU_platform.h" +#include "GPU_vertex_format.h" + +#include "mtl_common.hh" +#include "mtl_context.hh" +#include "mtl_debug.hh" +#include "mtl_pso_descriptor_state.hh" +#include "mtl_shader.hh" +#include "mtl_shader_generator.hh" +#include "mtl_shader_interface.hh" +#include "mtl_texture.hh" + +extern char datatoc_mtl_shader_common_msl[]; + +using namespace blender; +using namespace blender::gpu; +using namespace blender::gpu::shader; + +namespace blender::gpu { + +/* -------------------------------------------------------------------- */ +/** \name Creation / Destruction. + * \{ */ + +/* Create empty shader to be populated later. */ +MTLShader::MTLShader(MTLContext *ctx, const char *name) : Shader(name) +{ + context_ = ctx; + + /* Create SHD builder to hold temporary resources until compilation is complete. */ + shd_builder_ = new MTLShaderBuilder(); + +#ifndef NDEBUG + /* Remove invalid symbols from shader name to ensure debug entry-point function name is valid. */ + for (uint i : IndexRange(strlen(this->name))) { + char c = this->name[i]; + if ((c >= 'A' && c <= 'Z') || (c >= 'a' && c <= 'z') || (c >= '0' && c <= '9')) { + } + else { + this->name[i] = '_'; + } + } +#endif +} + +/* Create shader from MSL source. */ +MTLShader::MTLShader(MTLContext *ctx, + MTLShaderInterface *interface, + const char *name, + NSString *input_vertex_source, + NSString *input_fragment_source, + NSString *vert_function_name, + NSString *frag_function_name) + : MTLShader(ctx, name) +{ + BLI_assert([vert_function_name length]); + BLI_assert([frag_function_name length]); + + this->set_vertex_function_name(vert_function_name); + this->set_fragment_function_name(frag_function_name); + this->shader_source_from_msl(input_vertex_source, input_fragment_source); + this->set_interface(interface); + this->finalize(nullptr); +} + +MTLShader::~MTLShader() +{ + if (this->is_valid()) { + + /* Free uniform data block. */ + if (push_constant_data_ != nullptr) { + MEM_freeN(push_constant_data_); + push_constant_data_ = nullptr; + } + + /* Free Metal resources. */ + if (shader_library_vert_ != nil) { + [shader_library_vert_ release]; + shader_library_vert_ = nil; + } + if (shader_library_frag_ != nil) { + [shader_library_frag_ release]; + shader_library_frag_ = nil; + } + + if (pso_descriptor_ != nil) { + [pso_descriptor_ release]; + pso_descriptor_ = nil; + } + + /* Free Pipeline Cache. */ + for (const MTLRenderPipelineStateInstance *pso_inst : pso_cache_.values()) { + if (pso_inst->vert) { + [pso_inst->vert release]; + } + if (pso_inst->frag) { + [pso_inst->frag release]; + } + if (pso_inst->pso) { + [pso_inst->pso release]; + } + delete pso_inst; + } + pso_cache_.clear(); + + /* NOTE(Metal): #ShaderInterface deletion is handled in the super destructor `~Shader()`. */ + } + valid_ = false; + + if (shd_builder_ != nullptr) { + delete shd_builder_; + shd_builder_ = nullptr; + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Shader stage creation. + * \{ */ + +void MTLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources) +{ + /* Flag source as not being compiled from native MSL. */ + BLI_assert(shd_builder_ != nullptr); + shd_builder_->source_from_msl_ = false; + + /* Remove #version tag entry. */ + sources[0] = ""; + + /* Consolidate GLSL vertex sources. */ + std::stringstream ss; + for (int i = 0; i < sources.size(); i++) { + ss << sources[i] << std::endl; + } + shd_builder_->glsl_vertex_source_ = ss.str(); +} + +void MTLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources) +{ + MTL_LOG_ERROR("MTLShader::geometry_shader_from_glsl - Geometry shaders unsupported!\n"); +} + +void MTLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources) +{ + /* Flag source as not being compiled from native MSL. */ + BLI_assert(shd_builder_ != nullptr); + shd_builder_->source_from_msl_ = false; + + /* Remove #version tag entry. */ + sources[0] = ""; + + /* Consolidate GLSL fragment sources. */ + std::stringstream ss; + for (int i = 0; i < sources.size(); i++) { + ss << sources[i] << std::endl; + } + shd_builder_->glsl_fragment_source_ = ss.str(); +} + +void MTLShader::compute_shader_from_glsl(MutableSpan<const char *> sources) +{ + /* Remove #version tag entry. */ + sources[0] = ""; + + /* TODO(Metal): Support compute shaders in Metal. */ + MTL_LOG_WARNING( + "MTLShader::compute_shader_from_glsl - Compute shaders currently unsupported!\n"); +} + +bool MTLShader::finalize(const shader::ShaderCreateInfo *info) +{ + /* Check if Shader has already been finalized. */ + if (this->is_valid()) { + MTL_LOG_ERROR("Shader (%p) '%s' has already been finalized!\n", this, this->name_get()); + } + + /* Perform GLSL to MSL source translation. */ + BLI_assert(shd_builder_ != nullptr); + if (!shd_builder_->source_from_msl_) { + bool success = generate_msl_from_glsl(info); + if (!success) { + /* GLSL to MSL translation has failed, or is unsupported for this shader. */ + valid_ = false; + BLI_assert_msg(false, "Shader translation from GLSL to MSL has failed. \n"); + + /* Create empty interface to allow shader to be silently used. */ + MTLShaderInterface *mtl_interface = new MTLShaderInterface(this->name_get()); + this->set_interface(mtl_interface); + + /* Release temporary compilation resources. */ + delete shd_builder_; + shd_builder_ = nullptr; + return false; + } + } + + /* Ensure we have a valid shader interface. */ + MTLShaderInterface *mtl_interface = this->get_interface(); + BLI_assert(mtl_interface != nullptr); + + /* Verify Context handle, fetch device and compile shader. */ + BLI_assert(context_); + id<MTLDevice> device = context_->device; + BLI_assert(device != nil); + + /* Ensure source and stage entry-point names are set. */ + BLI_assert([vertex_function_name_ length] > 0); + if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) { + BLI_assert([fragment_function_name_ length] > 0); + } + BLI_assert(shd_builder_ != nullptr); + BLI_assert([shd_builder_->msl_source_vert_ length] > 0); + + @autoreleasepool { + MTLCompileOptions *options = [[[MTLCompileOptions alloc] init] autorelease]; + options.languageVersion = MTLLanguageVersion2_2; + options.fastMathEnabled = YES; + + NSString *source_to_compile = shd_builder_->msl_source_vert_; + for (int src_stage = 0; src_stage <= 1; src_stage++) { + + source_to_compile = (src_stage == 0) ? shd_builder_->msl_source_vert_ : + shd_builder_->msl_source_frag_; + + /* Transform feedback, skip compilation. */ + if (src_stage == 1 && (transform_feedback_type_ != GPU_SHADER_TFB_NONE)) { + shader_library_frag_ = nil; + break; + } + + /* Concatenate common source. */ + NSString *str = [NSString stringWithUTF8String:datatoc_mtl_shader_common_msl]; + NSString *source_with_header_a = [str stringByAppendingString:source_to_compile]; + + /* Inject unique context ID to avoid cross-context shader cache collisions. + * Required on macOS 11.0. */ + NSString *source_with_header = source_with_header_a; + if (@available(macos 11.0, *)) { + /* Pass-through. Availability syntax requirement, expression cannot be negated. */ + } + else { + source_with_header = [source_with_header_a + stringByAppendingString:[NSString stringWithFormat:@"\n\n#define MTL_CONTEXT_IND %d\n", + context_->context_id]]; + } + [source_with_header retain]; + + /* Prepare Shader Library. */ + NSError *error = nullptr; + id<MTLLibrary> library = [device newLibraryWithSource:source_with_header + options:options + error:&error]; + if (error) { + /* Only exit out if genuine error and not warning. */ + if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location == + NSNotFound) { + NSLog( + @"Compile Error - Metal Shader Library (Stage: %d), error %@ \n", src_stage, error); + BLI_assert(false); + + /* Release temporary compilation resources. */ + delete shd_builder_; + shd_builder_ = nullptr; + return false; + } + } + + MTL_LOG_INFO("Successfully compiled Metal Shader Library (Stage: %d) for shader; %s\n", + src_stage, + name); + BLI_assert(library != nil); + if (src_stage == 0) { + /* Retain generated library and assign debug name. */ + shader_library_vert_ = library; + [shader_library_vert_ retain]; + shader_library_vert_.label = [NSString stringWithUTF8String:this->name]; + } + else { + /* Retain generated library for fragment shader and assign debug name. */ + shader_library_frag_ = library; + [shader_library_frag_ retain]; + shader_library_frag_.label = [NSString stringWithUTF8String:this->name]; + } + + [source_with_header autorelease]; + } + pso_descriptor_.label = [NSString stringWithUTF8String:this->name]; + + /* Prepare descriptor. */ + pso_descriptor_ = [[MTLRenderPipelineDescriptor alloc] init]; + [pso_descriptor_ retain]; + + /* Shader has successfully been created. */ + valid_ = true; + + /* Prepare backing data storage for local uniforms. */ + const MTLShaderUniformBlock &push_constant_block = mtl_interface->get_push_constant_block(); + if (push_constant_block.size > 0) { + push_constant_data_ = MEM_callocN(push_constant_block.size, __func__); + this->push_constant_bindstate_mark_dirty(true); + } + else { + push_constant_data_ = nullptr; + } + } + + /* Release temporary compilation resources. */ + delete shd_builder_; + shd_builder_ = nullptr; + return true; +} + +void MTLShader::transform_feedback_names_set(Span<const char *> name_list, + const eGPUShaderTFBType geom_type) +{ + tf_output_name_list_.clear(); + for (int i = 0; i < name_list.size(); i++) { + tf_output_name_list_.append(std::string(name_list[i])); + } + transform_feedback_type_ = geom_type; +} + +bool MTLShader::transform_feedback_enable(GPUVertBuf *buf) +{ + BLI_assert(transform_feedback_type_ != GPU_SHADER_TFB_NONE); + BLI_assert(buf); + transform_feedback_active_ = true; + transform_feedback_vertbuf_ = buf; + /* TODO(Metal): Enable this assertion once #MTLVertBuf lands. */ + // BLI_assert(static_cast<MTLVertBuf *>(unwrap(transform_feedback_vertbuf_))->get_usage_type() == + // GPU_USAGE_DEVICE_ONLY); + return true; +} + +void MTLShader::transform_feedback_disable() +{ + transform_feedback_active_ = false; + transform_feedback_vertbuf_ = nullptr; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Shader Binding. + * \{ */ + +void MTLShader::bind() +{ + MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get())); + if (interface == nullptr || !this->is_valid()) { + MTL_LOG_WARNING( + "MTLShader::bind - Shader '%s' has no valid implementation in Metal, draw calls will be " + "skipped.\n", + this->name_get()); + } + ctx->pipeline_state.active_shader = this; +} + +void MTLShader::unbind() +{ + MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get())); + ctx->pipeline_state.active_shader = nullptr; +} + +void MTLShader::uniform_float(int location, int comp_len, int array_size, const float *data) +{ + BLI_assert(this); + if (!this->is_valid()) { + return; + } + MTLShaderInterface *mtl_interface = get_interface(); + if (location < 0 || location >= mtl_interface->get_total_uniforms()) { + MTL_LOG_WARNING("Uniform location %d is not valid in Shader %s\n", location, this->name_get()); + return; + } + + /* Fetch more information about uniform from interface. */ + const MTLShaderUniform &uniform = mtl_interface->get_uniform(location); + + /* Prepare to copy data into local shader push constant memory block. */ + BLI_assert(push_constant_data_ != nullptr); + uint8_t *dest_ptr = (uint8_t *)push_constant_data_; + dest_ptr += uniform.byte_offset; + uint32_t copy_size = sizeof(float) * comp_len * array_size; + + /* Test per-element size. It is valid to copy less array elements than the total, but each + * array element needs to match. */ + uint32_t source_per_element_size = sizeof(float) * comp_len; + uint32_t dest_per_element_size = uniform.size_in_bytes / uniform.array_len; + BLI_assert_msg( + source_per_element_size <= dest_per_element_size, + "source Per-array-element size must be smaller than destination storage capacity for " + "that data"); + + if (source_per_element_size < dest_per_element_size) { + switch (uniform.type) { + + /* Special case for handling 'vec3' array upload. */ + case MTL_DATATYPE_FLOAT3: { + int numvecs = uniform.array_len; + uint8_t *data_c = (uint8_t *)data; + + /* It is more efficient on the host to only modify data if it has changed. + * Data modifications are small, so memory comparison is cheap. + * If uniforms have remained unchanged, then we avoid both copying + * data into the local uniform struct, and upload of the modified uniform + * contents in the command stream. */ + bool changed = false; + for (int i = 0; i < numvecs; i++) { + changed = changed || (memcmp((void *)dest_ptr, (void *)data_c, sizeof(float) * 3) != 0); + if (changed) { + memcpy((void *)dest_ptr, (void *)data_c, sizeof(float) * 3); + } + data_c += sizeof(float) * 3; + dest_ptr += sizeof(float) * 4; + } + if (changed) { + this->push_constant_bindstate_mark_dirty(true); + } + return; + } + + /* Special case for handling 'mat3' upload. */ + case MTL_DATATYPE_FLOAT3x3: { + int numvecs = 3 * uniform.array_len; + uint8_t *data_c = (uint8_t *)data; + + /* It is more efficient on the host to only modify data if it has changed. + * Data modifications are small, so memory comparison is cheap. + * If uniforms have remained unchanged, then we avoid both copying + * data into the local uniform struct, and upload of the modified uniform + * contents in the command stream. */ + bool changed = false; + for (int i = 0; i < numvecs; i++) { + changed = changed || (memcmp((void *)dest_ptr, (void *)data_c, sizeof(float) * 3) != 0); + if (changed) { + memcpy((void *)dest_ptr, (void *)data_c, sizeof(float) * 3); + } + data_c += sizeof(float) * 3; + dest_ptr += sizeof(float) * 4; + } + if (changed) { + this->push_constant_bindstate_mark_dirty(true); + } + return; + } + default: + shader_debug_printf("INCOMPATIBLE UNIFORM TYPE: %d\n", uniform.type); + break; + } + } + + /* Debug checks. */ + BLI_assert_msg( + copy_size <= uniform.size_in_bytes, + "Size of provided uniform data is greater than size specified in Shader interface\n"); + + /* Only flag UBO as modified if data is different -- This can avoid re-binding of unmodified + * local uniform data. */ + bool data_changed = (memcmp((void *)dest_ptr, (void *)data, copy_size) != 0); + if (data_changed) { + this->push_constant_bindstate_mark_dirty(true); + memcpy((void *)dest_ptr, (void *)data, copy_size); + } +} + +void MTLShader::uniform_int(int location, int comp_len, int array_size, const int *data) +{ + BLI_assert(this); + if (!this->is_valid()) { + return; + } + + /* NOTE(Metal): Invalidation warning for uniform re-mapping of texture slots, unsupported in + * Metal, as we cannot point a texture binding at a different slot. */ + MTLShaderInterface *mtl_interface = this->get_interface(); + if (location >= mtl_interface->get_total_uniforms() && + location < (mtl_interface->get_total_uniforms() + mtl_interface->get_total_textures())) { + MTL_LOG_WARNING( + "Texture uniform location re-mapping unsupported in Metal. (Possibly also bad uniform " + "location %d)\n", + location); + return; + } + + if (location < 0 || location >= mtl_interface->get_total_uniforms()) { + MTL_LOG_WARNING( + "Uniform is not valid at location %d - Shader %s\n", location, this->name_get()); + return; + } + + /* Fetch more information about uniform from interface. */ + const MTLShaderUniform &uniform = mtl_interface->get_uniform(location); + + /* Determine data location in uniform block. */ + BLI_assert(push_constant_data_ != nullptr); + uint8_t *ptr = (uint8_t *)push_constant_data_; + ptr += uniform.byte_offset; + + /* Copy data into local block. Only flag UBO as modified if data is different + * This can avoid re-binding of unmodified local uniform data, reducing + * the total number of copy operations needed and data transfers between + * CPU and GPU. */ + bool data_changed = (memcmp((void *)ptr, (void *)data, sizeof(int) * comp_len * array_size) != + 0); + if (data_changed) { + this->push_constant_bindstate_mark_dirty(true); + memcpy((void *)ptr, (void *)data, sizeof(int) * comp_len * array_size); + } +} + +bool MTLShader::get_push_constant_is_dirty() +{ + return push_constant_modified_; +} + +void MTLShader::push_constant_bindstate_mark_dirty(bool is_dirty) +{ + push_constant_modified_ = is_dirty; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name METAL Custom Behavior + * \{ */ + +void MTLShader::set_vertex_function_name(NSString *vert_function_name) +{ + vertex_function_name_ = vert_function_name; +} + +void MTLShader::set_fragment_function_name(NSString *frag_function_name) +{ + fragment_function_name_ = frag_function_name; +} + +void MTLShader::shader_source_from_msl(NSString *input_vertex_source, + NSString *input_fragment_source) +{ + BLI_assert(shd_builder_ != nullptr); + shd_builder_->msl_source_vert_ = input_vertex_source; + shd_builder_->msl_source_frag_ = input_fragment_source; + shd_builder_->source_from_msl_ = true; +} + +void MTLShader::set_interface(MTLShaderInterface *interface) +{ + /* Assign gpu::Shader super-class interface. */ + Shader::interface = interface; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Bake Pipeline State Objects + * \{ */ + +/** + * Bakes or fetches a pipeline state using the current + * #MTLRenderPipelineStateDescriptor state. + * + * This state contains information on shader inputs/outputs, such + * as the vertex descriptor, used to control vertex assembly for + * current vertex data, and active render target information, + * describing the output attachment pixel formats. + * + * Other rendering parameters such as global point-size, blend state, color mask + * etc; are also used. See mtl_shader.h for full #MLRenderPipelineStateDescriptor. + */ +MTLRenderPipelineStateInstance *MTLShader::bake_current_pipeline_state( + MTLContext *ctx, MTLPrimitiveTopologyClass prim_type) +{ + /* NOTE(Metal): PSO cache can be accessed from multiple threads, though these operations should + * be thread-safe due to organization of high-level renderer. If there are any issues, then + * access can be guarded as appropriate. */ + BLI_assert(this); + MTLShaderInterface *mtl_interface = this->get_interface(); + BLI_assert(mtl_interface); + BLI_assert(this->is_valid()); + + /* NOTE(Metal): Vertex input assembly description will have been populated externally + * via #MTLBatch or #MTLImmediate during binding or draw. */ + + /* Resolve Context Frame-buffer state. */ + MTLFrameBuffer *framebuffer = ctx->get_current_framebuffer(); + + /* Update global pipeline descriptor. */ + MTLStateManager *state_manager = static_cast<MTLStateManager *>( + MTLContext::get()->state_manager); + MTLRenderPipelineStateDescriptor &pipeline_descriptor = state_manager->get_pipeline_descriptor(); + + pipeline_descriptor.num_color_attachments = 0; + for (int attachment = 0; attachment < GPU_FB_MAX_COLOR_ATTACHMENT; attachment++) { + MTLAttachment color_attachment = framebuffer->get_color_attachment(attachment); + + if (color_attachment.used) { + /* If SRGB is disabled and format is SRGB, use color data directly with no conversions + * between linear and SRGB. */ + MTLPixelFormat mtl_format = gpu_texture_format_to_metal( + color_attachment.texture->format_get()); + if (framebuffer->get_is_srgb() && !framebuffer->get_srgb_enabled()) { + mtl_format = MTLPixelFormatRGBA8Unorm; + } + pipeline_descriptor.color_attachment_format[attachment] = mtl_format; + } + else { + pipeline_descriptor.color_attachment_format[attachment] = MTLPixelFormatInvalid; + } + + pipeline_descriptor.num_color_attachments += (color_attachment.used) ? 1 : 0; + } + MTLAttachment depth_attachment = framebuffer->get_depth_attachment(); + MTLAttachment stencil_attachment = framebuffer->get_stencil_attachment(); + pipeline_descriptor.depth_attachment_format = (depth_attachment.used) ? + gpu_texture_format_to_metal( + depth_attachment.texture->format_get()) : + MTLPixelFormatInvalid; + pipeline_descriptor.stencil_attachment_format = + (stencil_attachment.used) ? + gpu_texture_format_to_metal(stencil_attachment.texture->format_get()) : + MTLPixelFormatInvalid; + + /* Resolve Context Pipeline State (required by PSO). */ + pipeline_descriptor.color_write_mask = ctx->pipeline_state.color_write_mask; + pipeline_descriptor.blending_enabled = ctx->pipeline_state.blending_enabled; + pipeline_descriptor.alpha_blend_op = ctx->pipeline_state.alpha_blend_op; + pipeline_descriptor.rgb_blend_op = ctx->pipeline_state.rgb_blend_op; + pipeline_descriptor.dest_alpha_blend_factor = ctx->pipeline_state.dest_alpha_blend_factor; + pipeline_descriptor.dest_rgb_blend_factor = ctx->pipeline_state.dest_rgb_blend_factor; + pipeline_descriptor.src_alpha_blend_factor = ctx->pipeline_state.src_alpha_blend_factor; + pipeline_descriptor.src_rgb_blend_factor = ctx->pipeline_state.src_rgb_blend_factor; + pipeline_descriptor.point_size = ctx->pipeline_state.point_size; + + /* Primitive Type -- Primitive topology class needs to be specified for layered rendering. */ + bool requires_specific_topology_class = uses_mtl_array_index_ || + prim_type == MTLPrimitiveTopologyClassPoint; + pipeline_descriptor.vertex_descriptor.prim_topology_class = + (requires_specific_topology_class) ? prim_type : MTLPrimitiveTopologyClassUnspecified; + + /* Check if current PSO exists in the cache. */ + MTLRenderPipelineStateInstance **pso_lookup = pso_cache_.lookup_ptr(pipeline_descriptor); + MTLRenderPipelineStateInstance *pipeline_state = (pso_lookup) ? *pso_lookup : nullptr; + if (pipeline_state != nullptr) { + return pipeline_state; + } + + shader_debug_printf("Baking new pipeline variant for shader: %s\n", this->name); + + /* Generate new Render Pipeline State Object (PSO). */ + @autoreleasepool { + /* Prepare Render Pipeline Descriptor. */ + + /* Setup function specialization constants, used to modify and optimize + * generated code based on current render pipeline configuration. */ + MTLFunctionConstantValues *values = [[MTLFunctionConstantValues new] autorelease]; + + /* Prepare Vertex descriptor based on current pipeline vertex binding state. */ + MTLRenderPipelineStateDescriptor ¤t_state = pipeline_descriptor; + MTLRenderPipelineDescriptor *desc = pso_descriptor_; + [desc reset]; + pso_descriptor_.label = [NSString stringWithUTF8String:this->name]; + + /* Offset the bind index for Uniform buffers such that they begin after the VBO + * buffer bind slots. `MTL_uniform_buffer_base_index` is passed as a function + * specialization constant, customized per unique pipeline state permutation. + * + * NOTE: For binding point compaction, we could use the number of VBOs present + * in the current PSO configuration `current_state.vertex_descriptor.num_vert_buffers`). + * However, it is more efficient to simply offset the uniform buffer base index to the + * maximal number of VBO bind-points, as then UBO bind-points for similar draw calls + * will align and avoid the requirement for additional binding. */ + int MTL_uniform_buffer_base_index = GPU_BATCH_VBO_MAX_LEN; + + /* Null buffer index is used if an attribute is not found in the + * bound VBOs #VertexFormat. */ + int null_buffer_index = current_state.vertex_descriptor.num_vert_buffers; + bool using_null_buffer = false; + + if (this->get_uses_ssbo_vertex_fetch()) { + /* If using SSBO Vertex fetch mode, no vertex descriptor is required + * as we wont be using stage-in. */ + desc.vertexDescriptor = nil; + desc.inputPrimitiveTopology = MTLPrimitiveTopologyClassUnspecified; + + /* We want to offset the uniform buffer base to allow for sufficient VBO binding slots - We + * also require +1 slot for the Index buffer. */ + MTL_uniform_buffer_base_index = MTL_SSBO_VERTEX_FETCH_IBO_INDEX + 1; + } + else { + for (const uint i : IndexRange(current_state.vertex_descriptor.num_attributes)) { + + /* Metal back-end attribute descriptor state. */ + MTLVertexAttributeDescriptorPSO &attribute_desc = + current_state.vertex_descriptor.attributes[i]; + + /* Flag format conversion */ + /* In some cases, Metal cannot implicitly convert between data types. + * In these instances, the fetch mode #GPUVertFetchMode as provided in the vertex format + * is passed in, and used to populate function constants named: MTL_AttributeConvert0..15. + * + * It is then the responsibility of the vertex shader to perform any necessary type + * casting. + * + * See `mtl_shader.hh` for more information. Relevant Metal API documentation: + * https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1516081-format?language=objc + */ + if (attribute_desc.format == MTLVertexFormatInvalid) { + MTL_LOG_WARNING( + "MTLShader: baking pipeline state for '%s'- expected input attribute at " + "index '%d' but none was specified in the current vertex state\n", + mtl_interface->get_name(), + i); + + /* Write out null conversion constant if attribute unused. */ + int MTL_attribute_conversion_mode = 0; + [values setConstantValue:&MTL_attribute_conversion_mode + type:MTLDataTypeInt + withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]]; + continue; + } + + int MTL_attribute_conversion_mode = (int)attribute_desc.format_conversion_mode; + [values setConstantValue:&MTL_attribute_conversion_mode + type:MTLDataTypeInt + withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]]; + if (MTL_attribute_conversion_mode == GPU_FETCH_INT_TO_FLOAT_UNIT || + MTL_attribute_conversion_mode == GPU_FETCH_INT_TO_FLOAT) { + shader_debug_printf( + "TODO(Metal): Shader %s needs to support internal format conversion\n", + mtl_interface->name); + } + + /* Copy metal back-end attribute descriptor state into PSO descriptor. + * NOTE: need to copy each element due to direct assignment restrictions. + * Also note */ + MTLVertexAttributeDescriptor *mtl_attribute = desc.vertexDescriptor.attributes[i]; + + mtl_attribute.format = attribute_desc.format; + mtl_attribute.offset = attribute_desc.offset; + mtl_attribute.bufferIndex = attribute_desc.buffer_index; + } + + for (const uint i : IndexRange(current_state.vertex_descriptor.num_vert_buffers)) { + /* Metal back-end state buffer layout. */ + const MTLVertexBufferLayoutDescriptorPSO &buf_layout = + current_state.vertex_descriptor.buffer_layouts[i]; + /* Copy metal back-end buffer layout state into PSO descriptor. + * NOTE: need to copy each element due to copying from internal + * back-end descriptor to Metal API descriptor. */ + MTLVertexBufferLayoutDescriptor *mtl_buf_layout = desc.vertexDescriptor.layouts[i]; + + mtl_buf_layout.stepFunction = buf_layout.step_function; + mtl_buf_layout.stepRate = buf_layout.step_rate; + mtl_buf_layout.stride = buf_layout.stride; + } + + /* Mark empty attribute conversion. */ + for (int i = current_state.vertex_descriptor.num_attributes; i < GPU_VERT_ATTR_MAX_LEN; + i++) { + int MTL_attribute_conversion_mode = 0; + [values setConstantValue:&MTL_attribute_conversion_mode + type:MTLDataTypeInt + withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]]; + } + + /* DEBUG: Missing/empty attributes. */ + /* Attributes are normally mapped as part of the state setting based on the used + * #GPUVertFormat, however, if attributes have not been set, we can sort them out here. */ + for (const uint i : IndexRange(mtl_interface->get_total_attributes())) { + const MTLShaderInputAttribute &attribute = mtl_interface->get_attribute(i); + MTLVertexAttributeDescriptor *current_attribute = desc.vertexDescriptor.attributes[i]; + + if (current_attribute.format == MTLVertexFormatInvalid) { +#if MTL_DEBUG_SHADER_ATTRIBUTES == 1 + MTL_LOG_INFO("-> Filling in unbound attribute '%s' for shader PSO '%s' \n", + attribute.name, + mtl_interface->name); +#endif + current_attribute.format = attribute.format; + current_attribute.offset = 0; + current_attribute.bufferIndex = null_buffer_index; + + /* Add Null vert buffer binding for invalid attributes. */ + if (!using_null_buffer) { + MTLVertexBufferLayoutDescriptor *null_buf_layout = + desc.vertexDescriptor.layouts[null_buffer_index]; + + /* Use constant step function such that null buffer can + * contain just a singular dummy attribute. */ + null_buf_layout.stepFunction = MTLVertexStepFunctionConstant; + null_buf_layout.stepRate = 0; + null_buf_layout.stride = max_ii(null_buf_layout.stride, attribute.size); + + /* If we are using the maximum number of vertex buffers, or tight binding indices, + * MTL_uniform_buffer_base_index needs shifting to the bind slot after the null buffer + * index. */ + if (null_buffer_index >= MTL_uniform_buffer_base_index) { + MTL_uniform_buffer_base_index = null_buffer_index + 1; + } + using_null_buffer = true; +#if MTL_DEBUG_SHADER_ATTRIBUTES == 1 + MTL_LOG_INFO("Setting up buffer binding for null attribute with buffer index %d\n", + null_buffer_index); +#endif + } + } + } + + /* Primitive Topology */ + desc.inputPrimitiveTopology = pipeline_descriptor.vertex_descriptor.prim_topology_class; + } + + /* Update constant value for 'MTL_uniform_buffer_base_index' */ + [values setConstantValue:&MTL_uniform_buffer_base_index + type:MTLDataTypeInt + withName:@"MTL_uniform_buffer_base_index"]; + + /* Transform feedback constant */ + int MTL_transform_feedback_buffer_index = (this->transform_feedback_type_ != + GPU_SHADER_TFB_NONE) ? + MTL_uniform_buffer_base_index + + mtl_interface->get_total_uniform_blocks() : + -1; + if (this->transform_feedback_type_ != GPU_SHADER_TFB_NONE) { + [values setConstantValue:&MTL_transform_feedback_buffer_index + type:MTLDataTypeInt + withName:@"MTL_transform_feedback_buffer_index"]; + } + + /* gl_PointSize constant */ + bool null_pointsize = true; + float MTL_pointsize = pipeline_descriptor.point_size; + if (pipeline_descriptor.vertex_descriptor.prim_topology_class == + MTLPrimitiveTopologyClassPoint) { + /* `if pointsize is > 0.0`, PROGRAM_POINT_SIZE is enabled, and `gl_PointSize` shader keyword + * overrides the value. Otherwise, if < 0.0, use global constant point size. */ + if (MTL_pointsize < 0.0) { + MTL_pointsize = fabsf(MTL_pointsize); + [values setConstantValue:&MTL_pointsize + type:MTLDataTypeFloat + withName:@"MTL_global_pointsize"]; + null_pointsize = false; + } + } + + if (null_pointsize) { + MTL_pointsize = 0.0f; + [values setConstantValue:&MTL_pointsize + type:MTLDataTypeFloat + withName:@"MTL_global_pointsize"]; + } + + /* Compile functions */ + NSError *error = nullptr; + desc.vertexFunction = [shader_library_vert_ newFunctionWithName:vertex_function_name_ + constantValues:values + error:&error]; + if (error) { + NSLog(@"Compile Error - Metal Shader vertex function, error %@", error); + + /* Only exit out if genuine error and not warning */ + if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location == + NSNotFound) { + BLI_assert(false); + return nullptr; + } + } + + /* If transform feedback is used, Vertex-only stage */ + if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) { + desc.fragmentFunction = [shader_library_frag_ newFunctionWithName:fragment_function_name_ + constantValues:values + error:&error]; + if (error) { + NSLog(@"Compile Error - Metal Shader fragment function, error %@", error); + + /* Only exit out if genuine error and not warning */ + if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location == + NSNotFound) { + BLI_assert(false); + return nullptr; + } + } + } + else { + desc.fragmentFunction = nil; + desc.rasterizationEnabled = false; + } + + /* Setup pixel format state */ + for (int color_attachment = 0; color_attachment < GPU_FB_MAX_COLOR_ATTACHMENT; + color_attachment++) { + /* Fetch color attachment pixel format in back-end pipeline state. */ + MTLPixelFormat pixel_format = current_state.color_attachment_format[color_attachment]; + /* Populate MTL API PSO attachment descriptor. */ + MTLRenderPipelineColorAttachmentDescriptor *col_attachment = + desc.colorAttachments[color_attachment]; + + col_attachment.pixelFormat = pixel_format; + if (pixel_format != MTLPixelFormatInvalid) { + bool format_supports_blending = mtl_format_supports_blending(pixel_format); + + col_attachment.writeMask = current_state.color_write_mask; + col_attachment.blendingEnabled = current_state.blending_enabled && + format_supports_blending; + if (format_supports_blending && current_state.blending_enabled) { + col_attachment.alphaBlendOperation = current_state.alpha_blend_op; + col_attachment.rgbBlendOperation = current_state.rgb_blend_op; + col_attachment.destinationAlphaBlendFactor = current_state.dest_alpha_blend_factor; + col_attachment.destinationRGBBlendFactor = current_state.dest_rgb_blend_factor; + col_attachment.sourceAlphaBlendFactor = current_state.src_alpha_blend_factor; + col_attachment.sourceRGBBlendFactor = current_state.src_rgb_blend_factor; + } + else { + if (current_state.blending_enabled && !format_supports_blending) { + shader_debug_printf( + "[Warning] Attempting to Bake PSO, but MTLPixelFormat %d does not support " + "blending\n", + *((int *)&pixel_format)); + } + } + } + } + desc.depthAttachmentPixelFormat = current_state.depth_attachment_format; + desc.stencilAttachmentPixelFormat = current_state.stencil_attachment_format; + + /* Compile PSO */ + + MTLAutoreleasedRenderPipelineReflection reflection_data; + id<MTLRenderPipelineState> pso = [ctx->device + newRenderPipelineStateWithDescriptor:desc + options:MTLPipelineOptionBufferTypeInfo + reflection:&reflection_data + error:&error]; + if (error) { + NSLog(@"Failed to create PSO for shader: %s error %@\n", this->name, error); + BLI_assert(false); + return nullptr; + } + else if (!pso) { + NSLog(@"Failed to create PSO for shader: %s, but no error was provided!\n", this->name); + BLI_assert(false); + return nullptr; + } + else { + NSLog(@"Successfully compiled PSO for shader: %s (Metal Context: %p)\n", this->name, ctx); + } + + /* Prepare pipeline state instance. */ + MTLRenderPipelineStateInstance *pso_inst = new MTLRenderPipelineStateInstance(); + pso_inst->vert = desc.vertexFunction; + pso_inst->frag = desc.fragmentFunction; + pso_inst->pso = pso; + pso_inst->base_uniform_buffer_index = MTL_uniform_buffer_base_index; + pso_inst->null_attribute_buffer_index = (using_null_buffer) ? null_buffer_index : -1; + pso_inst->transform_feedback_buffer_index = MTL_transform_feedback_buffer_index; + pso_inst->shader_pso_index = pso_cache_.size(); + + pso_inst->reflection_data_available = (reflection_data != nil); + if (reflection_data != nil) { + + /* Extract shader reflection data for buffer bindings. + * This reflection data is used to contrast the binding information + * we know about in the interface against the bindings in the finalized + * PSO. This accounts for bindings which have been stripped out during + * optimization, and allows us to both avoid over-binding and also + * allows us to verify size-correctness for bindings, to ensure + * that buffers bound are not smaller than the size of expected data. */ + NSArray<MTLArgument *> *vert_args = [reflection_data vertexArguments]; + + pso_inst->buffer_bindings_reflection_data_vert.clear(); + int buffer_binding_max_ind = 0; + + for (int i = 0; i < [vert_args count]; i++) { + MTLArgument *arg = [vert_args objectAtIndex:i]; + if ([arg type] == MTLArgumentTypeBuffer) { + int buf_index = [arg index] - MTL_uniform_buffer_base_index; + if (buf_index >= 0) { + buffer_binding_max_ind = max_ii(buffer_binding_max_ind, buf_index); + } + } + } + pso_inst->buffer_bindings_reflection_data_vert.resize(buffer_binding_max_ind + 1); + for (int i = 0; i < buffer_binding_max_ind + 1; i++) { + pso_inst->buffer_bindings_reflection_data_vert[i] = {0, 0, 0, false}; + } + + for (int i = 0; i < [vert_args count]; i++) { + MTLArgument *arg = [vert_args objectAtIndex:i]; + if ([arg type] == MTLArgumentTypeBuffer) { + int buf_index = [arg index] - MTL_uniform_buffer_base_index; + + if (buf_index >= 0) { + pso_inst->buffer_bindings_reflection_data_vert[buf_index] = { + (uint32_t)([arg index]), + (uint32_t)([arg bufferDataSize]), + (uint32_t)([arg bufferAlignment]), + ([arg isActive] == YES) ? true : false}; + } + } + } + + NSArray<MTLArgument *> *frag_args = [reflection_data fragmentArguments]; + + pso_inst->buffer_bindings_reflection_data_frag.clear(); + buffer_binding_max_ind = 0; + + for (int i = 0; i < [frag_args count]; i++) { + MTLArgument *arg = [frag_args objectAtIndex:i]; + if ([arg type] == MTLArgumentTypeBuffer) { + int buf_index = [arg index] - MTL_uniform_buffer_base_index; + if (buf_index >= 0) { + buffer_binding_max_ind = max_ii(buffer_binding_max_ind, buf_index); + } + } + } + pso_inst->buffer_bindings_reflection_data_frag.resize(buffer_binding_max_ind + 1); + for (int i = 0; i < buffer_binding_max_ind + 1; i++) { + pso_inst->buffer_bindings_reflection_data_frag[i] = {0, 0, 0, false}; + } + + for (int i = 0; i < [frag_args count]; i++) { + MTLArgument *arg = [frag_args objectAtIndex:i]; + if ([arg type] == MTLArgumentTypeBuffer) { + int buf_index = [arg index] - MTL_uniform_buffer_base_index; + shader_debug_printf(" BUF IND: %d (arg name: %s)\n", buf_index, [[arg name] UTF8String]); + if (buf_index >= 0) { + pso_inst->buffer_bindings_reflection_data_frag[buf_index] = { + (uint32_t)([arg index]), + (uint32_t)([arg bufferDataSize]), + (uint32_t)([arg bufferAlignment]), + ([arg isActive] == YES) ? true : false}; + } + } + } + } + + [pso_inst->vert retain]; + [pso_inst->frag retain]; + [pso_inst->pso retain]; + + /* Insert into pso cache. */ + pso_cache_.add(pipeline_descriptor, pso_inst); + shader_debug_printf("PSO CACHE: Stored new variant in PSO cache for shader '%s'\n", + this->name); + return pso_inst; + } +} +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name SSBO-vertex-fetch-mode attribute control. + * \{ */ + +int MTLShader::ssbo_vertex_type_to_attr_type(MTLVertexFormat attribute_type) +{ + switch (attribute_type) { + case MTLVertexFormatFloat: + return GPU_SHADER_ATTR_TYPE_FLOAT; + case MTLVertexFormatInt: + return GPU_SHADER_ATTR_TYPE_INT; + case MTLVertexFormatUInt: + return GPU_SHADER_ATTR_TYPE_UINT; + case MTLVertexFormatShort: + return GPU_SHADER_ATTR_TYPE_SHORT; + case MTLVertexFormatUChar: + return GPU_SHADER_ATTR_TYPE_CHAR; + case MTLVertexFormatUChar2: + return GPU_SHADER_ATTR_TYPE_CHAR2; + case MTLVertexFormatUChar3: + return GPU_SHADER_ATTR_TYPE_CHAR3; + case MTLVertexFormatUChar4: + return GPU_SHADER_ATTR_TYPE_CHAR4; + case MTLVertexFormatFloat2: + return GPU_SHADER_ATTR_TYPE_VEC2; + case MTLVertexFormatFloat3: + return GPU_SHADER_ATTR_TYPE_VEC3; + case MTLVertexFormatFloat4: + return GPU_SHADER_ATTR_TYPE_VEC4; + case MTLVertexFormatUInt2: + return GPU_SHADER_ATTR_TYPE_UVEC2; + case MTLVertexFormatUInt3: + return GPU_SHADER_ATTR_TYPE_UVEC3; + case MTLVertexFormatUInt4: + return GPU_SHADER_ATTR_TYPE_UVEC4; + case MTLVertexFormatInt2: + return GPU_SHADER_ATTR_TYPE_IVEC2; + case MTLVertexFormatInt3: + return GPU_SHADER_ATTR_TYPE_IVEC3; + case MTLVertexFormatInt4: + return GPU_SHADER_ATTR_TYPE_IVEC4; + case MTLVertexFormatUCharNormalized: + return GPU_SHADER_ATTR_TYPE_UCHAR_NORM; + case MTLVertexFormatUChar2Normalized: + return GPU_SHADER_ATTR_TYPE_UCHAR2_NORM; + case MTLVertexFormatUChar3Normalized: + return GPU_SHADER_ATTR_TYPE_UCHAR3_NORM; + case MTLVertexFormatUChar4Normalized: + return GPU_SHADER_ATTR_TYPE_UCHAR4_NORM; + case MTLVertexFormatInt1010102Normalized: + return GPU_SHADER_ATTR_TYPE_INT1010102_NORM; + case MTLVertexFormatShort3Normalized: + return GPU_SHADER_ATTR_TYPE_SHORT3_NORM; + default: + BLI_assert_msg(false, + "Not yet supported attribute type for SSBO vertex fetch -- Add entry " + "GPU_SHADER_ATTR_TYPE_** to shader defines, and in this table"); + return -1; + } + return -1; +} + +void MTLShader::ssbo_vertex_fetch_bind_attributes_begin() +{ + MTLShaderInterface *mtl_interface = this->get_interface(); + ssbo_vertex_attribute_bind_active_ = true; + ssbo_vertex_attribute_bind_mask_ = (1 << mtl_interface->get_total_attributes()) - 1; + + /* Reset tracking of actively used VBO bind slots for SSBO vertex fetch mode. */ + for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) { + ssbo_vbo_slot_used_[i] = false; + } +} + +void MTLShader::ssbo_vertex_fetch_bind_attribute(const MTLSSBOAttribute &ssbo_attr) +{ + /* Fetch attribute. */ + MTLShaderInterface *mtl_interface = this->get_interface(); + BLI_assert(ssbo_attr.mtl_attribute_index >= 0 && + ssbo_attr.mtl_attribute_index < mtl_interface->get_total_attributes()); + UNUSED_VARS_NDEBUG(mtl_interface); + + /* Update bind-mask to verify this attribute has been used. */ + BLI_assert((ssbo_vertex_attribute_bind_mask_ & (1 << ssbo_attr.mtl_attribute_index)) == + (1 << ssbo_attr.mtl_attribute_index) && + "Attribute has already been bound"); + ssbo_vertex_attribute_bind_mask_ &= ~(1 << ssbo_attr.mtl_attribute_index); + + /* Fetch attribute uniform addresses from cache. */ + ShaderSSBOAttributeBinding &cached_ssbo_attribute = + cached_ssbo_attribute_bindings_[ssbo_attr.mtl_attribute_index]; + BLI_assert(cached_ssbo_attribute.attribute_index >= 0); + + /* Write attribute descriptor properties to shader uniforms. */ + this->uniform_int(cached_ssbo_attribute.uniform_offset, 1, 1, &ssbo_attr.attribute_offset); + this->uniform_int(cached_ssbo_attribute.uniform_stride, 1, 1, &ssbo_attr.per_vertex_stride); + int inst_val = (ssbo_attr.is_instance ? 1 : 0); + this->uniform_int(cached_ssbo_attribute.uniform_fetchmode, 1, 1, &inst_val); + this->uniform_int(cached_ssbo_attribute.uniform_vbo_id, 1, 1, &ssbo_attr.vbo_id); + BLI_assert(ssbo_attr.attribute_format >= 0); + this->uniform_int(cached_ssbo_attribute.uniform_attr_type, 1, 1, &ssbo_attr.attribute_format); + ssbo_vbo_slot_used_[ssbo_attr.vbo_id] = true; +} + +void MTLShader::ssbo_vertex_fetch_bind_attributes_end(id<MTLRenderCommandEncoder> active_encoder) +{ + ssbo_vertex_attribute_bind_active_ = false; + + /* If our mask is non-zero, we have unassigned attributes. */ + if (ssbo_vertex_attribute_bind_mask_ != 0) { + MTLShaderInterface *mtl_interface = this->get_interface(); + + /* Determine if there is a free slot we can bind the null buffer to -- We should have at + * least ONE free slot in this instance. */ + int null_attr_buffer_slot = -1; + for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) { + if (!ssbo_vbo_slot_used_[i]) { + null_attr_buffer_slot = i; + break; + } + } + BLI_assert_msg(null_attr_buffer_slot >= 0, + "No suitable bind location for a NULL buffer was found"); + + for (int i = 0; i < mtl_interface->get_total_attributes(); i++) { + if (ssbo_vertex_attribute_bind_mask_ & (1 << i)) { + const MTLShaderInputAttribute *mtl_shader_attribute = &mtl_interface->get_attribute(i); +#if MTL_DEBUG_SHADER_ATTRIBUTES == 1 + MTL_LOG_WARNING( + "SSBO Vertex Fetch missing attribute with index: %d. Shader: %s, Attr " + "Name: " + "%s - Null buffer bound\n", + i, + this->name_get(), + mtl_shader_attribute->name); +#endif + /* Bind Attribute with NULL buffer index and stride zero (for constant access). */ + MTLSSBOAttribute ssbo_attr( + i, null_attr_buffer_slot, 0, 0, GPU_SHADER_ATTR_TYPE_FLOAT, false); + ssbo_vertex_fetch_bind_attribute(ssbo_attr); + MTL_LOG_WARNING( + "Unassigned Shader attribute: %s, Attr Name: %s -- Binding NULL BUFFER to " + "slot %d\n", + this->name_get(), + mtl_interface->get_name_at_offset(mtl_shader_attribute->name_offset), + null_attr_buffer_slot); + } + } + + /* Bind NULL buffer to given VBO slot. */ + MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get()); + id<MTLBuffer> null_buf = ctx->get_null_attribute_buffer(); + BLI_assert(null_buf); + + MTLRenderPassState &rps = ctx->main_command_buffer.get_render_pass_state(); + rps.bind_vertex_buffer(null_buf, 0, null_attr_buffer_slot); + } +} + +GPUVertBuf *MTLShader::get_transform_feedback_active_buffer() +{ + if (transform_feedback_type_ == GPU_SHADER_TFB_NONE || !transform_feedback_active_) { + return nullptr; + } + return transform_feedback_vertbuf_; +} + +bool MTLShader::has_transform_feedback_varying(std::string str) +{ + if (this->transform_feedback_type_ == GPU_SHADER_TFB_NONE) { + return false; + } + + return (std::find(tf_output_name_list_.begin(), tf_output_name_list_.end(), str) != + tf_output_name_list_.end()); +} + +} // blender::gpu::shdaer |