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Diffstat (limited to 'source/blender/gpu/metal/mtl_primitive.hh')
-rw-r--r--source/blender/gpu/metal/mtl_primitive.hh100
1 files changed, 100 insertions, 0 deletions
diff --git a/source/blender/gpu/metal/mtl_primitive.hh b/source/blender/gpu/metal/mtl_primitive.hh
new file mode 100644
index 00000000000..5aa7a533b95
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+++ b/source/blender/gpu/metal/mtl_primitive.hh
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+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
+ */
+
+#pragma once
+
+#include "BLI_assert.h"
+
+#include "GPU_primitive.h"
+
+#include <Metal/Metal.h>
+
+namespace blender::gpu {
+
+/** Utility functions **/
+static inline MTLPrimitiveTopologyClass mtl_prim_type_to_topology_class(MTLPrimitiveType prim_type)
+{
+ switch (prim_type) {
+ case MTLPrimitiveTypePoint:
+ return MTLPrimitiveTopologyClassPoint;
+ case MTLPrimitiveTypeLine:
+ case MTLPrimitiveTypeLineStrip:
+ return MTLPrimitiveTopologyClassLine;
+ case MTLPrimitiveTypeTriangle:
+ case MTLPrimitiveTypeTriangleStrip:
+ return MTLPrimitiveTopologyClassTriangle;
+ }
+ return MTLPrimitiveTopologyClassUnspecified;
+}
+
+static inline MTLPrimitiveType gpu_prim_type_to_metal(GPUPrimType prim_type)
+{
+ switch (prim_type) {
+ case GPU_PRIM_POINTS:
+ return MTLPrimitiveTypePoint;
+ case GPU_PRIM_LINES:
+ case GPU_PRIM_LINES_ADJ:
+ case GPU_PRIM_LINE_LOOP:
+ return MTLPrimitiveTypeLine;
+ case GPU_PRIM_LINE_STRIP:
+ case GPU_PRIM_LINE_STRIP_ADJ:
+ return MTLPrimitiveTypeLineStrip;
+ case GPU_PRIM_TRIS:
+ case GPU_PRIM_TRI_FAN:
+ case GPU_PRIM_TRIS_ADJ:
+ return MTLPrimitiveTypeTriangle;
+ case GPU_PRIM_TRI_STRIP:
+ return MTLPrimitiveTypeTriangleStrip;
+ case GPU_PRIM_NONE:
+ return MTLPrimitiveTypePoint;
+ };
+}
+
+/* Certain primitive types are not supported in Metal, and require emulation.
+ * `GPU_PRIM_LINE_LOOP` and `GPU_PRIM_TRI_FAN` required index buffer patching.
+ * Adjacency types do not need emulation as the input structure is the same,
+ * and access is controlled from the vertex shader through SSBO vertex fetch.
+ * -- These Adj cases are only used in geometry shaders in OpenGL. */
+static inline bool mtl_needs_topology_emulation(GPUPrimType prim_type)
+{
+
+ BLI_assert(prim_type != GPU_PRIM_NONE);
+ switch (prim_type) {
+ case GPU_PRIM_LINE_LOOP:
+ case GPU_PRIM_TRI_FAN:
+ return true;
+ default:
+ return false;
+ }
+ return false;
+}
+
+static inline bool mtl_vertex_count_fits_primitive_type(uint32_t vertex_count,
+ MTLPrimitiveType prim_type)
+{
+ if (vertex_count == 0) {
+ return false;
+ }
+
+ switch (prim_type) {
+ case MTLPrimitiveTypeLineStrip:
+ return (vertex_count > 1);
+ case MTLPrimitiveTypeLine:
+ return (vertex_count % 2 == 0);
+ case MTLPrimitiveTypePoint:
+ return (vertex_count > 0);
+ case MTLPrimitiveTypeTriangle:
+ return (vertex_count % 3 == 0);
+ case MTLPrimitiveTypeTriangleStrip:
+ return (vertex_count > 2);
+ }
+ BLI_assert(false);
+ return false;
+}
+
+} // namespace blender::gpu \ No newline at end of file