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Diffstat (limited to 'source/blender/gpu/metal/mtl_shader_generator.mm')
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diff --git a/source/blender/gpu/metal/mtl_shader_generator.mm b/source/blender/gpu/metal/mtl_shader_generator.mm
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+++ b/source/blender/gpu/metal/mtl_shader_generator.mm
@@ -0,0 +1,2980 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "BKE_global.h"
+
+#include "BLI_string.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 "gpu_shader_dependency_private.h"
+
+#include "mtl_common.hh"
+#include "mtl_context.hh"
+#include "mtl_debug.hh"
+#include "mtl_shader.hh"
+#include "mtl_shader_generator.hh"
+#include "mtl_shader_interface.hh"
+#include "mtl_texture.hh"
+
+extern char datatoc_mtl_shader_defines_msl[];
+extern char datatoc_mtl_shader_shared_h[];
+
+using namespace blender;
+using namespace blender::gpu;
+using namespace blender::gpu::shader;
+
+namespace blender::gpu {
+
+char *MSLGeneratorInterface::msl_patch_default = nullptr;
+
+/* -------------------------------------------------------------------- */
+/** \name Shader Translation utility functions.
+ * \{ */
+
+static eMTLDataType to_mtl_type(Type type)
+{
+ switch (type) {
+ case Type::FLOAT:
+ return MTL_DATATYPE_FLOAT;
+ case Type::VEC2:
+ return MTL_DATATYPE_FLOAT2;
+ case Type::VEC3:
+ return MTL_DATATYPE_FLOAT3;
+ case Type::VEC4:
+ return MTL_DATATYPE_FLOAT4;
+ case Type::MAT3:
+ return MTL_DATATYPE_FLOAT3x3;
+ case Type::MAT4:
+ return MTL_DATATYPE_FLOAT4x4;
+ case Type::UINT:
+ return MTL_DATATYPE_UINT;
+ case Type::UVEC2:
+ return MTL_DATATYPE_UINT2;
+ case Type::UVEC3:
+ return MTL_DATATYPE_UINT3;
+ case Type::UVEC4:
+ return MTL_DATATYPE_UINT4;
+ case Type::INT:
+ return MTL_DATATYPE_INT;
+ case Type::IVEC2:
+ return MTL_DATATYPE_INT2;
+ case Type::IVEC3:
+ return MTL_DATATYPE_INT3;
+ case Type::IVEC4:
+ return MTL_DATATYPE_INT4;
+ case Type::VEC3_101010I2:
+ return MTL_DATATYPE_INT1010102_NORM;
+ case Type::BOOL:
+ return MTL_DATATYPE_BOOL;
+ case Type::UCHAR:
+ return MTL_DATATYPE_UCHAR;
+ case Type::UCHAR2:
+ return MTL_DATATYPE_UCHAR2;
+ case Type::UCHAR3:
+ return MTL_DATATYPE_UCHAR3;
+ case Type::UCHAR4:
+ return MTL_DATATYPE_UCHAR4;
+ case Type::CHAR:
+ return MTL_DATATYPE_CHAR;
+ case Type::CHAR2:
+ return MTL_DATATYPE_CHAR2;
+ case Type::CHAR3:
+ return MTL_DATATYPE_CHAR3;
+ case Type::CHAR4:
+ return MTL_DATATYPE_CHAR4;
+ default: {
+ BLI_assert_msg(false, "Unexpected data type");
+ }
+ }
+ return MTL_DATATYPE_FLOAT;
+}
+
+static std::regex remove_non_numeric_characters("[^0-9]");
+
+#ifndef NDEBUG
+static void remove_multiline_comments_func(std::string &str)
+{
+ char *current_str_begin = &*str.begin();
+ char *current_str_end = &*str.end();
+
+ bool is_inside_comment = false;
+ for (char *c = current_str_begin; c < current_str_end; c++) {
+ if (is_inside_comment) {
+ if ((*c == '*') && (c < current_str_end - 1) && (*(c + 1) == '/')) {
+ is_inside_comment = false;
+ *c = ' ';
+ *(c + 1) = ' ';
+ }
+ else {
+ *c = ' ';
+ }
+ }
+ else {
+ if ((*c == '/') && (c < current_str_end - 1) && (*(c + 1) == '*')) {
+ is_inside_comment = true;
+ *c = ' ';
+ }
+ }
+ }
+}
+
+static void remove_singleline_comments_func(std::string &str)
+{
+ char *current_str_begin = &*str.begin();
+ char *current_str_end = &*str.end();
+
+ bool is_inside_comment = false;
+ for (char *c = current_str_begin; c < current_str_end; c++) {
+ if (is_inside_comment) {
+ if (*c == '\n') {
+ is_inside_comment = false;
+ }
+ else {
+ *c = ' ';
+ }
+ }
+ else {
+ if ((*c == '/') && (c < current_str_end - 1) && (*(c + 1) == '/')) {
+ is_inside_comment = true;
+ *c = ' ';
+ }
+ }
+ }
+}
+#endif
+
+static bool is_program_word(const char *chr, int *len)
+{
+ int numchars = 0;
+ for (const char *c = chr; *c != '\0'; c++) {
+ char ch = *c;
+ if ((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') ||
+ (numchars > 0 && ch >= '0' && ch <= '9') || ch == '_') {
+ numchars++;
+ }
+ else {
+ *len = numchars;
+ return (numchars > 0);
+ }
+ }
+ *len = numchars;
+ return true;
+}
+
+/**
+ * Replace function parameter patterns containing:
+ * `out vec3 somevar` with `THD vec3&somevar`.
+ * which enables pass by reference via resolved macro:
+ * `thread vec3& somevar`.
+ */
+static void replace_outvars(std::string &str)
+{
+ char *current_str_begin = &*str.begin();
+ char *current_str_end = &*str.end();
+
+ for (char *c = current_str_begin + 2; c < current_str_end - 6; c++) {
+ char *start = c;
+ if (strncmp(c, "out ", 4) == 0) {
+ if (strncmp(c - 2, "in", 2) == 0) {
+ start = c - 2;
+ }
+
+ /* Check that the following are words. */
+ int len1, len2;
+ char *word_base1 = c + 4;
+ char *word_base2 = word_base1;
+
+ if (is_program_word(word_base1, &len1) && (*(word_base1 + len1) == ' ')) {
+ word_base2 = word_base1 + len1 + 1;
+ if (is_program_word(word_base2, &len2)) {
+ /* Match found. */
+ bool is_array = (*(word_base2 + len2) == '[');
+
+ /* Generate out-variable pattern of form `THD type&var` from original `out vec4 var`. */
+ *start = 'T';
+ *(start + 1) = 'H';
+ *(start + 2) = 'D';
+ for (char *clear = start + 3; clear < c + 4; clear++) {
+ *clear = ' ';
+ }
+ *(word_base2 - 1) = is_array ? '*' : '&';
+ }
+ }
+ }
+ }
+}
+
+static void replace_array_initializers_func(std::string &str)
+{
+ char *current_str_begin = &*str.begin();
+ char *current_str_end = &*str.end();
+
+ for (char *c = current_str_begin; c < current_str_end - 6; c++) {
+ char *base_scan = c;
+ int typelen = 0;
+
+ if (is_program_word(c, &typelen) && *(c + typelen) == '[') {
+
+ char *array_len_start = c + typelen + 1;
+ c = array_len_start;
+ char *closing_square_brace = strchr(c, ']');
+ if (closing_square_brace != nullptr) {
+ c = closing_square_brace;
+ char *first_bracket = c + 1;
+ if (*first_bracket == '(') {
+ c += 1;
+ char *semi_colon = strchr(c, ';');
+ if (semi_colon != nullptr && *(semi_colon - 1) == ')') {
+ char *closing_bracket = semi_colon - 1;
+
+ /* Resolve to MSL-compatible array formatting. */
+ *first_bracket = '{';
+ *closing_bracket = '}';
+ for (char *clear = base_scan; clear <= closing_square_brace; clear++) {
+ *clear = ' ';
+ }
+ }
+ }
+ }
+ else {
+ return;
+ }
+ }
+ }
+}
+
+#ifndef NDEBUG
+
+static bool balanced_braces(char *current_str_begin, char *current_str_end)
+{
+ int nested_bracket_depth = 0;
+ for (char *c = current_str_begin; c < current_str_end; c++) {
+ /* Track whether we are in global scope. */
+ if (*c == '{' || *c == '[' || *c == '(') {
+ nested_bracket_depth++;
+ continue;
+ }
+ if (*c == '}' || *c == ']' || *c == ')') {
+ nested_bracket_depth--;
+ continue;
+ }
+ }
+ return (nested_bracket_depth == 0);
+}
+
+/**
+ * Certain Constants (such as arrays, or pointer types) declared in Global-scope
+ * end up being initialized per shader thread, resulting in high
+ * register pressure within the shader.
+ * Here we flag occurrences of these constants such that
+ * they can be moved to a place where this is not a problem.
+ *
+ * Constants declared within function-scope do not exhibit this problem.
+ */
+static void extract_global_scope_constants(std::string &str, std::stringstream &global_scope_out)
+{
+ char *current_str_begin = &*str.begin();
+ char *current_str_end = &*str.end();
+
+ int nested_bracket_depth = 0;
+ for (char *c = current_str_begin; c < current_str_end - 6; c++) {
+ /* Track whether we are in global scope. */
+ if (*c == '{' || *c == '[' || *c == '(') {
+ nested_bracket_depth++;
+ continue;
+ }
+ if (*c == '}' || *c == ']' || *c == ')') {
+ nested_bracket_depth--;
+ BLI_assert(nested_bracket_depth >= 0);
+ continue;
+ }
+
+ /* Check For global const declarations */
+ if (nested_bracket_depth == 0 && strncmp(c, "const ", 6) == 0 &&
+ strncmp(c, "const constant ", 15) != 0) {
+ char *c_expr_end = strstr(c, ";");
+ if (c_expr_end != nullptr && balanced_braces(c, c_expr_end)) {
+ MTL_LOG_INFO(
+ "[PERFORMANCE WARNING] Global scope constant expression found - These get allocated "
+ "per-thread in METAL - Best to use Macro's or uniforms to avoid overhead: '%.*s'\n",
+ (int)(c_expr_end + 1 - c),
+ c);
+
+ /* Jump ptr forward as we know we remain in global scope. */
+ c = c_expr_end - 1;
+ continue;
+ }
+ }
+ }
+}
+#endif
+
+static bool extract_ssbo_pragma_info(const MTLShader *shader,
+ const MSLGeneratorInterface &,
+ const std::string &in_vertex_src,
+ MTLPrimitiveType &out_prim_tye,
+ uint32_t &out_num_output_verts)
+{
+ /* SSBO Vertex-fetch parameter extraction. */
+ static std::regex use_ssbo_fetch_mode_find(
+ "#pragma "
+ "USE_SSBO_VERTEX_FETCH\\(\\s*(TriangleList|LineList|\\w+)\\s*,\\s*([0-9]+)\\s*\\)");
+
+ /* Perform regex search if pragma string found. */
+ std::smatch vertex_shader_ssbo_flags;
+ bool uses_ssbo_fetch = false;
+ if (in_vertex_src.find("#pragma USE_SSBO_VERTEX_FETCH") != std::string::npos) {
+ uses_ssbo_fetch = std::regex_search(
+ in_vertex_src, vertex_shader_ssbo_flags, use_ssbo_fetch_mode_find);
+ }
+ if (uses_ssbo_fetch) {
+ /* Extract Expected output primitive type:
+ * #pragma USE_SSBO_VERTEX_FETCH(Output Prim Type, num output vertices per input primitive)
+ *
+ * Supported Primitive Types (Others can be added if needed, but List types for efficiency):
+ * - TriangleList
+ * - LineList
+ *
+ * Output vertex count is determined by calculating the number of input primitives, and
+ * multiplying that by the number of output vertices specified. */
+ std::string str_output_primitive_type = vertex_shader_ssbo_flags[1].str();
+ std::string str_output_prim_count_per_vertex = vertex_shader_ssbo_flags[2].str();
+
+ /* Ensure output primitive type is valid. */
+ if (str_output_primitive_type == "TriangleList") {
+ out_prim_tye = MTLPrimitiveTypeTriangle;
+ }
+ else if (str_output_primitive_type == "LineList") {
+ out_prim_tye = MTLPrimitiveTypeLine;
+ }
+ else {
+ MTL_LOG_ERROR("Unsupported output primitive type for SSBO VERTEX FETCH MODE. Shader: %s",
+ shader->name_get());
+ return false;
+ }
+
+ /* Assign output num vertices per primitive. */
+ out_num_output_verts = std::stoi(
+ std::regex_replace(str_output_prim_count_per_vertex, remove_non_numeric_characters, ""));
+ BLI_assert(out_num_output_verts > 0);
+ return true;
+ }
+
+ /* SSBO Vertex fetchmode not used. */
+ return false;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name MTLShader builtin shader generation utilities.
+ * \{ */
+
+static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &res)
+{
+ switch (res.bind_type) {
+ case ShaderCreateInfo::Resource::BindType::SAMPLER:
+ break;
+ case ShaderCreateInfo::Resource::BindType::IMAGE:
+ break;
+ case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER: {
+ int64_t array_offset = res.uniformbuf.name.find_first_of("[");
+ if (array_offset == -1) {
+ /* Create local class member as constant pointer reference to bound UBO buffer.
+ * Given usage within a shader follows ubo_name.ubo_element syntax, we can
+ * dereference the pointer as the compiler will optimize this data fetch.
+ * To do this, we also give the UBO name a post-fix of `_local` to avoid
+ * macro accessor collisions. */
+ os << "constant " << res.uniformbuf.type_name << " *" << res.uniformbuf.name
+ << "_local;\n";
+ os << "#define " << res.uniformbuf.name << " (*" << res.uniformbuf.name << "_local)\n";
+ }
+ else {
+ /* For arrays, we can directly provide the constant access pointer, as the array
+ * syntax will de-reference this at the correct fetch index. */
+ StringRef name_no_array = StringRef(res.uniformbuf.name.c_str(), array_offset);
+ os << "constant " << res.uniformbuf.type_name << " *" << name_no_array << ";\n";
+ }
+ break;
+ }
+ case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
+ break;
+ }
+}
+
+std::string MTLShader::resources_declare(const ShaderCreateInfo &info) const
+{
+ /* NOTE(Metal): We only use the upfront preparation functions to populate members which
+ * would exist in the original non-create-info variant.
+ *
+ * This function is only used to generate resource structs.
+ * Global-scope handles for Uniforms, UBOs, textures and samplers
+ * are generated during class-wrapper construction in `generate_msl_from_glsl`. */
+ std::stringstream ss;
+
+ /* Generate resource stubs for UBOs and textures. */
+ ss << "\n/* Pass Resources. */\n";
+ for (const ShaderCreateInfo::Resource &res : info.pass_resources_) {
+ print_resource(ss, res);
+ }
+ ss << "\n/* Batch Resources. */\n";
+ for (const ShaderCreateInfo::Resource &res : info.batch_resources_) {
+ print_resource(ss, res);
+ }
+ /* NOTE: Push constant uniform data is generated during `generate_msl_from_glsl`
+ * as the generated output is needed for all paths. This includes generation
+ * of the push constant data structure (struct PushConstantBlock).
+ * As all shader generation paths require creation of this. */
+ return ss.str();
+}
+
+std::string MTLShader::vertex_interface_declare(const shader::ShaderCreateInfo &info) const
+{
+ /* NOTE(Metal): We only use the upfront preparation functions to populate members which
+ * would exist in the original non-create-info variant.
+ *
+ * Here we generate the variables within class wrapper scope to allow reading of
+ * input attributes by the main code. */
+ std::stringstream ss;
+ ss << "\n/* Vertex Inputs. */\n";
+ for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
+ ss << to_string(attr.type) << " " << attr.name << ";\n";
+ }
+ return ss.str();
+}
+
+std::string MTLShader::fragment_interface_declare(const shader::ShaderCreateInfo &info) const
+{
+ /* For shaders generated from MSL, the fragment-output struct is generated as part of the entry
+ * stub during glsl->MSL conversion in `generate_msl_from_glsl`.
+ * Here, we can instead generate the global-scope variables which will be populated during
+ * execution.
+ *
+ * NOTE: The output declaration for location and blend index are generated in the entry-point
+ * struct. This is simply a mirror class member which stores the value during main shader body
+ * execution. */
+ std::stringstream ss;
+ ss << "\n/* Fragment Outputs. */\n";
+ for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
+ ss << to_string(output.type) << " " << output.name << ";\n";
+ }
+ ss << "\n";
+
+ return ss.str();
+}
+
+std::string MTLShader::MTLShader::geometry_interface_declare(
+ const shader::ShaderCreateInfo &info) const
+{
+ BLI_assert_msg(false, "Geometry shading unsupported by Metal");
+ return "";
+}
+
+std::string MTLShader::geometry_layout_declare(const shader::ShaderCreateInfo &info) const
+{
+ BLI_assert_msg(false, "Geometry shading unsupported by Metal");
+ return "";
+}
+
+std::string MTLShader::compute_layout_declare(const ShaderCreateInfo &info) const
+{
+ /* TODO(Metal): Metal compute layout pending compute support. */
+ BLI_assert_msg(false, "Compute shaders unsupported by Metal");
+ return "";
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Shader Translation.
+ * \{ */
+
+char *MSLGeneratorInterface::msl_patch_default_get()
+{
+ if (msl_patch_default != nullptr) {
+ return msl_patch_default;
+ }
+
+ std::stringstream ss_patch;
+ ss_patch << datatoc_mtl_shader_shared_h << std::endl;
+ ss_patch << datatoc_mtl_shader_defines_msl << std::endl;
+ size_t len = strlen(ss_patch.str().c_str());
+
+ msl_patch_default = (char *)malloc(len * sizeof(char));
+ strcpy(msl_patch_default, ss_patch.str().c_str());
+ return msl_patch_default;
+}
+
+bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info)
+{
+ /* Verify if create-info is available.
+ * NOTE(Metal): For now, only support creation from CreateInfo.
+ * If needed, we can perform source translation without this using
+ * manual reflection. */
+ bool uses_create_info = info != nullptr;
+ if (!uses_create_info) {
+ MTL_LOG_WARNING("Unable to compile shader %p '%s' as no create-info was provided!\n",
+ this,
+ this->name_get());
+ valid_ = false;
+ return false;
+ }
+
+ /* #MSLGeneratorInterface is a class populated to describe all parameters, resources, bindings
+ * and features used by the source GLSL shader. This information is then used to generate the
+ * appropriate Metal entry points and perform any required source translation. */
+ MSLGeneratorInterface msl_iface(*this);
+ BLI_assert(shd_builder_ != nullptr);
+
+ /* Populate #MSLGeneratorInterface from Create-Info.
+ * NOTE: this is a separate path as #MSLGeneratorInterface can also be manually populated
+ * from parsing, if support for shaders without create-info is required. */
+ msl_iface.prepare_from_createinfo(info);
+
+ /* Verify Source sizes are greater than zero. */
+ BLI_assert(shd_builder_->glsl_vertex_source_.size() > 0);
+ if (!msl_iface.uses_transform_feedback) {
+ BLI_assert(shd_builder_->glsl_fragment_source_.size() > 0);
+ }
+
+ /** Determine use of Transform Feedback. **/
+ msl_iface.uses_transform_feedback = false;
+ if (transform_feedback_type_ != GPU_SHADER_TFB_NONE) {
+ /* Ensure #TransformFeedback is configured correctly. */
+ BLI_assert(tf_output_name_list_.size() > 0);
+ msl_iface.uses_transform_feedback = true;
+ }
+
+ /* Concatenate msl_shader_defines to provide functionality mapping
+ * from GLSL to MSL. Also include additional GPU defines for
+ * optional high-level feature support. */
+ const std::string msl_defines_string =
+ "#define GPU_ARB_texture_cube_map_array 1\n\
+ #define GPU_ARB_shader_draw_parameters 1\n\
+ #define GPU_ARB_texture_gather 1\n";
+
+ shd_builder_->glsl_vertex_source_ = msl_defines_string + shd_builder_->glsl_vertex_source_;
+ if (!msl_iface.uses_transform_feedback) {
+ shd_builder_->glsl_fragment_source_ = msl_defines_string + shd_builder_->glsl_fragment_source_;
+ }
+
+ /* Extract SSBO usage information from shader pragma:
+ *
+ * #pragma USE_SSBO_VERTEX_FETCH(Output Prim Type, num output vertices per input primitive)
+ *
+ * This will determine whether SSBO-vertex-fetch
+ * mode is used for this shader. Returns true if used, and populates output reference
+ * values with the output prim type and output number of vertices. */
+ MTLPrimitiveType vertex_fetch_ssbo_output_prim_type = MTLPrimitiveTypeTriangle;
+ uint32_t vertex_fetch_ssbo_num_output_verts = 0;
+ msl_iface.uses_ssbo_vertex_fetch_mode = extract_ssbo_pragma_info(
+ this,
+ msl_iface,
+ shd_builder_->glsl_vertex_source_,
+ vertex_fetch_ssbo_output_prim_type,
+ vertex_fetch_ssbo_num_output_verts);
+
+ if (msl_iface.uses_ssbo_vertex_fetch_mode) {
+ shader_debug_printf(
+ "[Shader] SSBO VERTEX FETCH Enabled for Shader '%s' With Output primitive type: %s, "
+ "vertex count: %u\n",
+ this->name_get(),
+ output_primitive_type.c_str(),
+ vertex_fetch_ssbo_num_output_verts);
+ }
+
+ /*** Regex Commands ***/
+ /* Source cleanup and syntax replacement. */
+ static std::regex remove_excess_newlines("\\n+");
+ static std::regex replace_mat3("mat3\\s*\\(");
+
+ /* Special condition - mat3 and array constructor replacement.
+ * Also replace excessive new lines to ensure cases are not missed.
+ * NOTE(Metal): May be able to skip excess-newline removal. */
+ shd_builder_->glsl_vertex_source_ = std::regex_replace(
+ shd_builder_->glsl_vertex_source_, remove_excess_newlines, "\n");
+ shd_builder_->glsl_vertex_source_ = std::regex_replace(
+ shd_builder_->glsl_vertex_source_, replace_mat3, "MAT3(");
+ replace_array_initializers_func(shd_builder_->glsl_vertex_source_);
+
+ if (!msl_iface.uses_transform_feedback) {
+ shd_builder_->glsl_fragment_source_ = std::regex_replace(
+ shd_builder_->glsl_fragment_source_, remove_excess_newlines, "\n");
+ shd_builder_->glsl_fragment_source_ = std::regex_replace(
+ shd_builder_->glsl_fragment_source_, replace_mat3, "MAT3(");
+ replace_array_initializers_func(shd_builder_->glsl_fragment_source_);
+ }
+
+ /**** Extract usage of GL globals. ****/
+ /* NOTE(METAL): Currently still performing fallback string scan, as info->builtins_ does
+ * not always contain the usage flag. This can be removed once all appropriate create-info's
+ * have been updated. In some cases, this may incur a false positive if access is guarded
+ * behind a macro. Though in these cases, unused code paths and parameters will be
+ * optimized out by the Metal shader compiler. */
+
+ /** Identify usage of vertex-shader builtins. */
+ msl_iface.uses_gl_VertexID = bool(info->builtins_ & BuiltinBits::VERTEX_ID) ||
+ shd_builder_->glsl_vertex_source_.find("gl_VertexID") !=
+ std::string::npos;
+ msl_iface.uses_gl_InstanceID = bool(info->builtins_ & BuiltinBits::INSTANCE_ID) ||
+ shd_builder_->glsl_vertex_source_.find("gl_InstanceID") !=
+ std::string::npos ||
+ shd_builder_->glsl_vertex_source_.find("gpu_InstanceIndex") !=
+ std::string::npos ||
+ msl_iface.uses_ssbo_vertex_fetch_mode;
+
+ /* instance ID in GL is `[0, instance_count]` in metal it is
+ * `[base_instance, base_instance + instance_count]`,
+ * so we need to offset instance_ID by base instance in Metal --
+ * Thus we expose the `[[base_instance]]` attribute if instance ID is used at all. */
+ msl_iface.uses_gl_BaseInstanceARB = msl_iface.uses_gl_InstanceID ||
+ shd_builder_->glsl_vertex_source_.find(
+ "gl_BaseInstanceARB") != std::string::npos ||
+ shd_builder_->glsl_vertex_source_.find("gpu_BaseInstance") !=
+ std::string::npos;
+ msl_iface.uses_gl_Position = shd_builder_->glsl_vertex_source_.find("gl_Position") !=
+ std::string::npos;
+ msl_iface.uses_gl_PointSize = shd_builder_->glsl_vertex_source_.find("gl_PointSize") !=
+ std::string::npos;
+ msl_iface.uses_mtl_array_index_ = shd_builder_->glsl_vertex_source_.find(
+ "MTLRenderTargetArrayIndex") != std::string::npos;
+
+ /** Identify usage of fragment-shader builtins. */
+ if (!msl_iface.uses_transform_feedback) {
+ std::smatch gl_special_cases;
+ msl_iface.uses_gl_PointCoord = bool(info->builtins_ & BuiltinBits::POINT_COORD) ||
+ shd_builder_->glsl_fragment_source_.find("gl_PointCoord") !=
+ std::string::npos;
+ msl_iface.uses_barycentrics = bool(info->builtins_ & BuiltinBits::BARYCENTRIC_COORD);
+ msl_iface.uses_gl_FrontFacing = bool(info->builtins_ & BuiltinBits::FRONT_FACING) ||
+ shd_builder_->glsl_fragment_source_.find("gl_FrontFacing") !=
+ std::string::npos;
+
+ /* NOTE(Metal): If FragColor is not used, then we treat the first fragment output attachment
+ * as the primary output. */
+ msl_iface.uses_gl_FragColor = shd_builder_->glsl_fragment_source_.find("gl_FragColor") !=
+ std::string::npos;
+
+ /* NOTE(Metal): FragDepth output mode specified in create-info 'DepthWrite depth_write_'.
+ * If parsing without create-info, manual extraction will be required. */
+ msl_iface.uses_gl_FragDepth = shd_builder_->glsl_fragment_source_.find("gl_FragDepth") !=
+ std::string::npos;
+ msl_iface.depth_write = info->depth_write_;
+ }
+
+ /* Generate SSBO vertex fetch mode uniform data hooks. */
+ if (msl_iface.uses_ssbo_vertex_fetch_mode) {
+ msl_iface.prepare_ssbo_vertex_fetch_uniforms();
+ }
+
+ /* Extract gl_ClipDistances. */
+ static std::regex gl_clipdistance_find("gl_ClipDistance\\[([0-9])\\]");
+
+ std::string clip_search_str = shd_builder_->glsl_vertex_source_;
+ std::smatch vertex_clip_distances;
+
+ while (std::regex_search(clip_search_str, vertex_clip_distances, gl_clipdistance_find)) {
+ shader_debug_printf("VERTEX CLIP DISTANCES FOUND: str: %s\n",
+ vertex_clip_distances[1].str().c_str());
+ auto found = std::find(msl_iface.clip_distances.begin(),
+ msl_iface.clip_distances.end(),
+ vertex_clip_distances[1].str());
+ if (found == msl_iface.clip_distances.end()) {
+ msl_iface.clip_distances.append(vertex_clip_distances[1].str());
+ }
+ clip_search_str = vertex_clip_distances.suffix();
+ }
+ shd_builder_->glsl_vertex_source_ = std::regex_replace(
+ shd_builder_->glsl_vertex_source_, gl_clipdistance_find, "gl_ClipDistance_$1");
+
+ /* Replace 'out' attribute on function parameters with pass-by-reference. */
+ replace_outvars(shd_builder_->glsl_vertex_source_);
+ if (!msl_iface.uses_transform_feedback) {
+ replace_outvars(shd_builder_->glsl_fragment_source_);
+ }
+
+ /**** METAL Shader source generation. ****/
+ /* Setup `stringstream` for populating generated MSL shader vertex/frag shaders. */
+ std::stringstream ss_vertex;
+ std::stringstream ss_fragment;
+
+ /*** Generate VERTEX Stage ***/
+ /* Conditional defines. */
+ if (msl_iface.use_argument_buffer_for_samplers()) {
+ ss_vertex << "#define USE_ARGUMENT_BUFFER_FOR_SAMPLERS 1" << std::endl;
+ ss_vertex << "#define ARGUMENT_BUFFER_NUM_SAMPLERS "
+ << msl_iface.num_samplers_for_stage(ShaderStage::VERTEX) << std::endl;
+ }
+ if (msl_iface.uses_ssbo_vertex_fetch_mode) {
+ ss_vertex << "#define MTL_SSBO_VERTEX_FETCH 1" << std::endl;
+ ss_vertex << "#define MTL_SSBO_VERTEX_FETCH_MAX_VBOS " << MTL_SSBO_VERTEX_FETCH_MAX_VBOS
+ << std::endl;
+ ss_vertex << "#define MTL_SSBO_VERTEX_FETCH_IBO_INDEX " << MTL_SSBO_VERTEX_FETCH_IBO_INDEX
+ << std::endl;
+ for (const MSLVertexInputAttribute &attr : msl_iface.vertex_input_attributes) {
+ ss_vertex << "#define SSBO_ATTR_TYPE_" << attr.name << " " << attr.type << std::endl;
+ }
+
+ /* Macro's */
+ ss_vertex << "#define "
+ "UNIFORM_SSBO_USES_INDEXED_RENDERING_STR " UNIFORM_SSBO_USES_INDEXED_RENDERING_STR
+ "\n"
+ "#define UNIFORM_SSBO_INDEX_MODE_U16_STR " UNIFORM_SSBO_INDEX_MODE_U16_STR
+ "\n"
+ "#define UNIFORM_SSBO_INPUT_PRIM_TYPE_STR " UNIFORM_SSBO_INPUT_PRIM_TYPE_STR
+ "\n"
+ "#define UNIFORM_SSBO_INPUT_VERT_COUNT_STR " UNIFORM_SSBO_INPUT_VERT_COUNT_STR
+ "\n"
+ "#define UNIFORM_SSBO_OFFSET_STR " UNIFORM_SSBO_OFFSET_STR
+ "\n"
+ "#define UNIFORM_SSBO_STRIDE_STR " UNIFORM_SSBO_STRIDE_STR
+ "\n"
+ "#define UNIFORM_SSBO_FETCHMODE_STR " UNIFORM_SSBO_FETCHMODE_STR
+ "\n"
+ "#define UNIFORM_SSBO_VBO_ID_STR " UNIFORM_SSBO_VBO_ID_STR
+ "\n"
+ "#define UNIFORM_SSBO_TYPE_STR " UNIFORM_SSBO_TYPE_STR "\n";
+ }
+
+ /* Inject common Metal header. */
+ ss_vertex << msl_iface.msl_patch_default_get() << std::endl << std::endl;
+
+#ifndef NDEBUG
+ /* Performance warning: Extract global-scope expressions.
+ * NOTE: This is dependent on stripping out comments
+ * to remove false positives. */
+ remove_multiline_comments_func(shd_builder_->glsl_vertex_source_);
+ remove_singleline_comments_func(shd_builder_->glsl_vertex_source_);
+ extract_global_scope_constants(shd_builder_->glsl_vertex_source_, ss_vertex);
+#endif
+
+ /* Generate additional shader interface struct members from create-info. */
+ for (const StageInterfaceInfo *iface : info->vertex_out_interfaces_) {
+
+ /* Only generate struct for ones with instance names */
+ if (!iface->instance_name.is_empty()) {
+ ss_vertex << "struct " << iface->name << " {" << std::endl;
+ for (const StageInterfaceInfo::InOut &inout : iface->inouts) {
+ ss_vertex << to_string(inout.type) << " " << inout.name << " "
+ << to_string_msl(inout.interp) << ";" << std::endl;
+ }
+ ss_vertex << "};" << std::endl;
+ }
+ }
+
+ /* Wrap entire GLSL source inside class to create
+ * a scope within the class to enable use of global variables.
+ * e.g. global access to attributes, uniforms, UBOs, textures etc; */
+ ss_vertex << "class " << get_stage_class_name(ShaderStage::VERTEX) << " {" << std::endl;
+ ss_vertex << "public:" << std::endl;
+
+ /* Generate additional shader interface struct members from create-info. */
+ for (const StageInterfaceInfo *iface : info->vertex_out_interfaces_) {
+
+ bool is_inside_struct = false;
+ if (!iface->instance_name.is_empty()) {
+ /* If shader stage interface has an instance name, then it
+ * is using a struct format and as such we only need a local
+ * class member for the struct, not each element. */
+ ss_vertex << iface->name << " " << iface->instance_name << ";" << std::endl;
+ is_inside_struct = true;
+ }
+
+ /* Generate local variables, populate elems for vertex out struct gen. */
+ for (const StageInterfaceInfo::InOut &inout : iface->inouts) {
+
+ /* Only output individual elements if they are not part of an interface struct instance. */
+ if (!is_inside_struct) {
+ ss_vertex << to_string(inout.type) << " " << inout.name << ";" << std::endl;
+ }
+
+ const char *arraystart = strstr(inout.name.c_str(), "[");
+ bool is_array = (arraystart != nullptr);
+ int array_len = (is_array) ? std::stoi(std::regex_replace(
+ arraystart, remove_non_numeric_characters, "")) :
+ 0;
+
+ /* Remove array from string name. */
+ std::string out_name = inout.name.c_str();
+ std::size_t pos = out_name.find('[');
+ if (is_array && pos != std::string::npos) {
+ out_name.resize(pos);
+ }
+
+ /* Add to vertex-output interface. */
+ msl_iface.vertex_output_varyings.append(
+ {to_string(inout.type),
+ out_name.c_str(),
+ ((is_inside_struct) ? iface->instance_name.c_str() : ""),
+ to_string(inout.interp),
+ is_array,
+ array_len});
+
+ /* Add to fragment-input interface. */
+ msl_iface.fragment_input_varyings.append(
+ {to_string(inout.type),
+ out_name.c_str(),
+ ((is_inside_struct) ? iface->instance_name.c_str() : ""),
+ to_string(inout.interp),
+ is_array,
+ array_len});
+ }
+ }
+
+ /** Generate structs from MSL Interface. **/
+ /* Generate VertexIn struct. */
+ if (!msl_iface.uses_ssbo_vertex_fetch_mode) {
+ ss_vertex << msl_iface.generate_msl_vertex_in_struct();
+ }
+ /* Generate Uniform data structs. */
+ ss_vertex << msl_iface.generate_msl_uniform_structs(ShaderStage::VERTEX);
+
+ /* Conditionally use global GL variables. */
+ if (msl_iface.uses_gl_Position) {
+ ss_vertex << "float4 gl_Position;" << std::endl;
+ }
+ if (msl_iface.uses_gl_PointSize) {
+ ss_vertex << "float gl_PointSize = 1.0;" << std::endl;
+ }
+ if (msl_iface.uses_gl_VertexID) {
+ ss_vertex << "int gl_VertexID;" << std::endl;
+ }
+ if (msl_iface.uses_gl_InstanceID) {
+ ss_vertex << "int gl_InstanceID;" << std::endl;
+ }
+ if (msl_iface.uses_gl_BaseInstanceARB) {
+ ss_vertex << "int gl_BaseInstanceARB;" << std::endl;
+ }
+ for (const int cd : IndexRange(msl_iface.clip_distances.size())) {
+ ss_vertex << "float gl_ClipDistance_" << cd << ";" << std::endl;
+ }
+
+ /* Render target array index if using multilayered rendering. */
+ if (msl_iface.uses_mtl_array_index_) {
+ ss_vertex << "int MTLRenderTargetArrayIndex = 0;" << std::endl;
+ }
+
+ /* Global vertex data pointers when using SSBO vertex fetch mode.
+ * Bound vertex buffers passed in via the entry point function
+ * are assigned to these pointers to be globally accessible
+ * from any function within the GLSL source shader. */
+ if (msl_iface.uses_ssbo_vertex_fetch_mode) {
+ ss_vertex << "constant uchar** MTL_VERTEX_DATA;" << std::endl;
+ ss_vertex << "constant ushort* MTL_INDEX_DATA_U16 = nullptr;" << std::endl;
+ ss_vertex << "constant uint32_t* MTL_INDEX_DATA_U32 = nullptr;" << std::endl;
+ }
+
+ /* Add Texture members.
+ * These members pack both a texture and a sampler into a single
+ * struct, as both are needed within texture functions.
+ * e.g. `_mtl_combined_image_sampler_2d<float, access::read>`
+ * The exact typename is generated inside `get_msl_typestring_wrapper()`. */
+ for (const MSLTextureSampler &tex : msl_iface.texture_samplers) {
+ if (bool(tex.stage & ShaderStage::VERTEX)) {
+ ss_vertex << "\tthread " << tex.get_msl_typestring_wrapper(false) << ";" << std::endl;
+ }
+ }
+ ss_vertex << std::endl;
+
+ /* Inject main GLSL source into output stream. */
+ ss_vertex << shd_builder_->glsl_vertex_source_ << std::endl;
+
+ /* Generate VertexOut and TransformFeedbackOutput structs. */
+ ss_vertex << msl_iface.generate_msl_vertex_out_struct(ShaderStage::VERTEX);
+ if (msl_iface.uses_transform_feedback) {
+ ss_vertex << msl_iface.generate_msl_vertex_transform_feedback_out_struct(ShaderStage::VERTEX);
+ }
+
+ /* Class Closing Bracket to end shader global scope. */
+ ss_vertex << "};" << std::endl;
+
+ /* Generate Vertex shader entry-point function containing resource bindings. */
+ ss_vertex << msl_iface.generate_msl_vertex_entry_stub();
+
+ /*** Generate FRAGMENT Stage. ***/
+ if (!msl_iface.uses_transform_feedback) {
+
+ /* Conditional defines. */
+ if (msl_iface.use_argument_buffer_for_samplers()) {
+ ss_fragment << "#define USE_ARGUMENT_BUFFER_FOR_SAMPLERS 1" << std::endl;
+ ss_fragment << "#define ARGUMENT_BUFFER_NUM_SAMPLERS "
+ << msl_iface.num_samplers_for_stage(ShaderStage::FRAGMENT) << std::endl;
+ }
+
+ /* Inject common Metal header. */
+ ss_fragment << msl_iface.msl_patch_default_get() << std::endl << std::endl;
+
+#ifndef NDEBUG
+ /* Performance warning: Identify global-scope expressions.
+ * These cause excessive register pressure due to global arrays being instantiated per-thread.
+ * NOTE: This is dependent on stripping out comments to remove false positives. */
+ remove_multiline_comments_func(shd_builder_->glsl_fragment_source_);
+ remove_singleline_comments_func(shd_builder_->glsl_fragment_source_);
+ extract_global_scope_constants(shd_builder_->glsl_fragment_source_, ss_fragment);
+#endif
+
+ /* Generate additional shader interface struct members from create-info. */
+ for (const StageInterfaceInfo *iface : info->vertex_out_interfaces_) {
+
+ /* Only generate struct for ones with instance names. */
+ if (!iface->instance_name.is_empty()) {
+ ss_fragment << "struct " << iface->name << " {" << std::endl;
+ for (const StageInterfaceInfo::InOut &inout : iface->inouts) {
+ ss_fragment << to_string(inout.type) << " " << inout.name << ""
+ << to_string_msl(inout.interp) << ";" << std::endl;
+ }
+ ss_fragment << "};" << std::endl;
+ }
+ }
+
+ /* Wrap entire GLSL source inside class to create
+ * a scope within the class to enable use of global variables. */
+ ss_fragment << "class " << get_stage_class_name(ShaderStage::FRAGMENT) << " {" << std::endl;
+ ss_fragment << "public:" << std::endl;
+
+ /* In/out interface values */
+ /* Generate additional shader interface struct members from create-info. */
+ for (const StageInterfaceInfo *iface : info->vertex_out_interfaces_) {
+ bool is_inside_struct = false;
+ if (!iface->instance_name.is_empty()) {
+ /* Struct local variable. */
+ ss_fragment << iface->name << " " << iface->instance_name << ";" << std::endl;
+ is_inside_struct = true;
+ }
+
+ /* Generate local variables, populate elems for vertex out struct gen. */
+ for (const StageInterfaceInfo::InOut &inout : iface->inouts) {
+ /* Only output individual elements if they are not part of an interface struct instance.
+ */
+ if (!is_inside_struct) {
+ ss_fragment << to_string(inout.type) << " " << inout.name << ";" << std::endl;
+ }
+ }
+ }
+
+ /* Generate global structs */
+ ss_fragment << msl_iface.generate_msl_vertex_out_struct(ShaderStage::FRAGMENT);
+ ss_fragment << msl_iface.generate_msl_fragment_out_struct();
+ ss_fragment << msl_iface.generate_msl_uniform_structs(ShaderStage::FRAGMENT);
+
+ /** GL globals. */
+ /* gl_FragCoord will always be assigned to the output position from vertex shading. */
+ ss_fragment << "float4 gl_FragCoord;" << std::endl;
+ if (msl_iface.uses_gl_FragColor) {
+ ss_fragment << "float4 gl_FragColor;" << std::endl;
+ }
+ if (msl_iface.uses_gl_FragDepth) {
+ ss_fragment << "float gl_FragDepth;" << std::endl;
+ }
+ if (msl_iface.uses_gl_PointCoord) {
+ ss_fragment << "float2 gl_PointCoord;" << std::endl;
+ }
+ if (msl_iface.uses_gl_FrontFacing) {
+ ss_fragment << "MTLBOOL gl_FrontFacing;" << std::endl;
+ }
+
+ /* Add Texture members. */
+ for (const MSLTextureSampler &tex : msl_iface.texture_samplers) {
+ if (bool(tex.stage & ShaderStage::FRAGMENT)) {
+ ss_fragment << "\tthread " << tex.get_msl_typestring_wrapper(false) << ";" << std::endl;
+ }
+ }
+
+ /* Inject Main GLSL Fragment Source into output stream. */
+ ss_fragment << shd_builder_->glsl_fragment_source_ << std::endl;
+
+ /* Class Closing Bracket to end shader global scope. */
+ ss_fragment << "};" << std::endl;
+
+ /* Generate Fragment entry-point function. */
+ ss_fragment << msl_iface.generate_msl_fragment_entry_stub();
+ }
+
+ /* DEBUG: Export source to file for manual verification. */
+#if MTL_SHADER_DEBUG_EXPORT_SOURCE
+ NSFileManager *sharedFM = [NSFileManager defaultManager];
+ NSURL *app_bundle_url = [[NSBundle mainBundle] bundleURL];
+ NSURL *shader_dir = [[app_bundle_url URLByDeletingLastPathComponent]
+ URLByAppendingPathComponent:@"Shaders/"
+ isDirectory:YES];
+ [sharedFM createDirectoryAtURL:shader_dir
+ withIntermediateDirectories:YES
+ attributes:nil
+ error:nil];
+ const char *path_cstr = [shader_dir fileSystemRepresentation];
+
+ std::ofstream vertex_fs;
+ vertex_fs.open(
+ (std::string(path_cstr) + "/" + std::string(this->name) + "_GeneratedVertexShader.msl")
+ .c_str());
+ vertex_fs << ss_vertex.str();
+ vertex_fs.close();
+
+ if (!msl_iface.uses_transform_feedback) {
+ std::ofstream fragment_fs;
+ fragment_fs.open(
+ (std::string(path_cstr) + "/" + std::string(this->name) + "_GeneratedFragmentShader.msl")
+ .c_str());
+ fragment_fs << ss_fragment.str();
+ fragment_fs.close();
+ }
+
+ shader_debug_printf(
+ "Vertex Shader Saved to: %s\n",
+ (std::string(path_cstr) + std::string(this->name) + "_GeneratedFragmentShader.msl").c_str());
+#endif
+
+ /* Set MSL source NSString's. Required by Metal API. */
+ NSString *msl_final_vert = [NSString stringWithCString:ss_vertex.str().c_str()
+ encoding:[NSString defaultCStringEncoding]];
+ NSString *msl_final_frag = (msl_iface.uses_transform_feedback) ?
+ (@"") :
+ ([NSString stringWithCString:ss_fragment.str().c_str()
+ encoding:[NSString defaultCStringEncoding]]);
+
+ this->shader_source_from_msl(msl_final_vert, msl_final_frag);
+ shader_debug_printf("[METAL] BSL Converted into MSL\n");
+
+#ifndef NDEBUG
+ /* In debug mode, we inject the name of the shader into the entry-point function
+ * name, as these are what show up in the Xcode GPU debugger. */
+ this->set_vertex_function_name(
+ [[NSString stringWithFormat:@"vertex_function_entry_%s", this->name] retain]);
+ this->set_fragment_function_name(
+ [[NSString stringWithFormat:@"fragment_function_entry_%s", this->name] retain]);
+#else
+ this->set_vertex_function_name(@"vertex_function_entry");
+ this->set_fragment_function_name(@"fragment_function_entry");
+#endif
+
+ /* Bake shader interface. */
+ this->set_interface(msl_iface.bake_shader_interface(this->name));
+
+ /* Update other shader properties. */
+ uses_mtl_array_index_ = msl_iface.uses_mtl_array_index_;
+ use_ssbo_vertex_fetch_mode_ = msl_iface.uses_ssbo_vertex_fetch_mode;
+ if (msl_iface.uses_ssbo_vertex_fetch_mode) {
+ ssbo_vertex_fetch_output_prim_type_ = vertex_fetch_ssbo_output_prim_type;
+ ssbo_vertex_fetch_output_num_verts_ = vertex_fetch_ssbo_num_output_verts;
+ this->prepare_ssbo_vertex_fetch_metadata();
+ }
+
+ /* Successfully completed GLSL to MSL translation. */
+ return true;
+}
+
+constexpr size_t const_strlen(const char *str)
+{
+ return (*str == '\0') ? 0 : const_strlen(str + 1) + 1;
+}
+
+void MTLShader::prepare_ssbo_vertex_fetch_metadata()
+{
+ BLI_assert(use_ssbo_vertex_fetch_mode_);
+
+ /* Cache global SSBO-vertex-fetch uniforms locations. */
+ const ShaderInput *inp_prim_type = interface->uniform_get(UNIFORM_SSBO_INPUT_PRIM_TYPE_STR);
+ const ShaderInput *inp_vert_count = interface->uniform_get(UNIFORM_SSBO_INPUT_VERT_COUNT_STR);
+ const ShaderInput *inp_uses_indexed_rendering = interface->uniform_get(
+ UNIFORM_SSBO_USES_INDEXED_RENDERING_STR);
+ const ShaderInput *inp_uses_index_mode_u16 = interface->uniform_get(
+ UNIFORM_SSBO_INDEX_MODE_U16_STR);
+
+ this->uni_ssbo_input_prim_type_loc = (inp_prim_type != nullptr) ? inp_prim_type->location : -1;
+ this->uni_ssbo_input_vert_count_loc = (inp_vert_count != nullptr) ? inp_vert_count->location :
+ -1;
+ this->uni_ssbo_uses_indexed_rendering = (inp_uses_indexed_rendering != nullptr) ?
+ inp_uses_indexed_rendering->location :
+ -1;
+ this->uni_ssbo_uses_index_mode_u16 = (inp_uses_index_mode_u16 != nullptr) ?
+ inp_uses_index_mode_u16->location :
+ -1;
+
+ BLI_assert_msg(this->uni_ssbo_input_prim_type_loc != -1,
+ "uni_ssbo_input_prim_type_loc uniform location invalid!");
+ BLI_assert_msg(this->uni_ssbo_input_vert_count_loc != -1,
+ "uni_ssbo_input_vert_count_loc uniform location invalid!");
+ BLI_assert_msg(this->uni_ssbo_uses_indexed_rendering != -1,
+ "uni_ssbo_uses_indexed_rendering uniform location invalid!");
+ BLI_assert_msg(this->uni_ssbo_uses_index_mode_u16 != -1,
+ "uni_ssbo_uses_index_mode_u16 uniform location invalid!");
+
+ /* Prepare SSBO-vertex-fetch attribute uniform location cache. */
+ MTLShaderInterface *mtl_interface = this->get_interface();
+ for (int i = 0; i < mtl_interface->get_total_attributes(); i++) {
+ const MTLShaderInputAttribute &mtl_shader_attribute = mtl_interface->get_attribute(i);
+ const char *attr_name = mtl_interface->get_name_at_offset(mtl_shader_attribute.name_offset);
+
+ /* SSBO-vertex-fetch Attribute data is passed via uniforms. here we need to extract the uniform
+ * address for each attribute, and we can cache it for later use. */
+ ShaderSSBOAttributeBinding &cached_ssbo_attr = cached_ssbo_attribute_bindings_[i];
+ cached_ssbo_attr.attribute_index = i;
+
+ constexpr int len_UNIFORM_SSBO_STRIDE_STR = const_strlen(UNIFORM_SSBO_STRIDE_STR);
+ constexpr int len_UNIFORM_SSBO_OFFSET_STR = const_strlen(UNIFORM_SSBO_OFFSET_STR);
+ constexpr int len_UNIFORM_SSBO_FETCHMODE_STR = const_strlen(UNIFORM_SSBO_FETCHMODE_STR);
+ constexpr int len_UNIFORM_SSBO_VBO_ID_STR = const_strlen(UNIFORM_SSBO_VBO_ID_STR);
+ constexpr int len_UNIFORM_SSBO_TYPE_STR = const_strlen(UNIFORM_SSBO_TYPE_STR);
+
+ char strattr_buf_stride[GPU_VERT_ATTR_MAX_LEN + len_UNIFORM_SSBO_STRIDE_STR + 1] =
+ UNIFORM_SSBO_STRIDE_STR;
+ char strattr_buf_offset[GPU_VERT_ATTR_MAX_LEN + len_UNIFORM_SSBO_OFFSET_STR + 1] =
+ UNIFORM_SSBO_OFFSET_STR;
+ char strattr_buf_fetchmode[GPU_VERT_ATTR_MAX_LEN + len_UNIFORM_SSBO_FETCHMODE_STR + 1] =
+ UNIFORM_SSBO_FETCHMODE_STR;
+ char strattr_buf_vbo_id[GPU_VERT_ATTR_MAX_LEN + len_UNIFORM_SSBO_VBO_ID_STR + 1] =
+ UNIFORM_SSBO_VBO_ID_STR;
+ char strattr_buf_type[GPU_VERT_ATTR_MAX_LEN + len_UNIFORM_SSBO_TYPE_STR + 1] =
+ UNIFORM_SSBO_TYPE_STR;
+
+ strcpy(&strattr_buf_stride[len_UNIFORM_SSBO_STRIDE_STR], attr_name);
+ strcpy(&strattr_buf_offset[len_UNIFORM_SSBO_OFFSET_STR], attr_name);
+ strcpy(&strattr_buf_fetchmode[len_UNIFORM_SSBO_FETCHMODE_STR], attr_name);
+ strcpy(&strattr_buf_vbo_id[len_UNIFORM_SSBO_VBO_ID_STR], attr_name);
+ strcpy(&strattr_buf_type[len_UNIFORM_SSBO_TYPE_STR], attr_name);
+
+ /* Fetch uniform locations and cache for fast access. */
+ const ShaderInput *inp_unf_stride = mtl_interface->uniform_get(strattr_buf_stride);
+ const ShaderInput *inp_unf_offset = mtl_interface->uniform_get(strattr_buf_offset);
+ const ShaderInput *inp_unf_fetchmode = mtl_interface->uniform_get(strattr_buf_fetchmode);
+ const ShaderInput *inp_unf_vbo_id = mtl_interface->uniform_get(strattr_buf_vbo_id);
+ const ShaderInput *inp_unf_attr_type = mtl_interface->uniform_get(strattr_buf_type);
+
+ BLI_assert(inp_unf_stride != nullptr);
+ BLI_assert(inp_unf_offset != nullptr);
+ BLI_assert(inp_unf_fetchmode != nullptr);
+ BLI_assert(inp_unf_vbo_id != nullptr);
+ BLI_assert(inp_unf_attr_type != nullptr);
+
+ cached_ssbo_attr.uniform_stride = (inp_unf_stride != nullptr) ? inp_unf_stride->location : -1;
+ cached_ssbo_attr.uniform_offset = (inp_unf_offset != nullptr) ? inp_unf_offset->location : -1;
+ cached_ssbo_attr.uniform_fetchmode = (inp_unf_fetchmode != nullptr) ?
+ inp_unf_fetchmode->location :
+ -1;
+ cached_ssbo_attr.uniform_vbo_id = (inp_unf_vbo_id != nullptr) ? inp_unf_vbo_id->location : -1;
+ cached_ssbo_attr.uniform_attr_type = (inp_unf_attr_type != nullptr) ?
+ inp_unf_attr_type->location :
+ -1;
+
+ BLI_assert(cached_ssbo_attr.uniform_offset != -1);
+ BLI_assert(cached_ssbo_attr.uniform_stride != -1);
+ BLI_assert(cached_ssbo_attr.uniform_fetchmode != -1);
+ BLI_assert(cached_ssbo_attr.uniform_vbo_id != -1);
+ BLI_assert(cached_ssbo_attr.uniform_attr_type != -1);
+ }
+}
+
+void MSLGeneratorInterface::prepare_from_createinfo(const shader::ShaderCreateInfo *info)
+{
+ /** Assign info. */
+ create_info_ = info;
+
+ /** Prepare Uniforms. */
+ for (const shader::ShaderCreateInfo::PushConst &push_constant : create_info_->push_constants_) {
+ MSLUniform uniform(push_constant.type,
+ push_constant.name,
+ bool(push_constant.array_size > 1),
+ push_constant.array_size);
+ uniforms.append(uniform);
+ }
+
+ /** Prepare textures and uniform blocks.
+ * Perform across both resource categories and extract both
+ * texture samplers and image types. */
+ for (int i = 0; i < 2; i++) {
+ const Vector<ShaderCreateInfo::Resource> &resources = (i == 0) ? info->pass_resources_ :
+ info->batch_resources_;
+ for (const ShaderCreateInfo::Resource &res : resources) {
+ /* TODO(Metal): Consider adding stage flags to textures in create info. */
+ /* Handle sampler types. */
+ switch (res.bind_type) {
+ case shader::ShaderCreateInfo::Resource::BindType::SAMPLER: {
+
+ /* Samplers to have access::sample by default. */
+ MSLTextureSamplerAccess access = MSLTextureSamplerAccess::TEXTURE_ACCESS_SAMPLE;
+ /* TextureBuffers must have read/write/read-write access pattern. */
+ if (res.sampler.type == ImageType::FLOAT_BUFFER ||
+ res.sampler.type == ImageType::INT_BUFFER ||
+ res.sampler.type == ImageType::UINT_BUFFER) {
+ access = MSLTextureSamplerAccess::TEXTURE_ACCESS_READ;
+ }
+ BLI_assert(res.slot >= 0 && res.slot < MTL_MAX_TEXTURE_SLOTS);
+ MSLTextureSampler msl_tex(
+ ShaderStage::BOTH, res.sampler.type, res.sampler.name, access, res.slot);
+ texture_samplers.append(msl_tex);
+ } break;
+
+ case shader::ShaderCreateInfo::Resource::BindType::IMAGE: {
+ /* Flatten qualifier flags into final access state. */
+ MSLTextureSamplerAccess access;
+ if (bool(res.image.qualifiers & Qualifier::READ_WRITE)) {
+ access = MSLTextureSamplerAccess::TEXTURE_ACCESS_READWRITE;
+ }
+ else if (bool(res.image.qualifiers & Qualifier::WRITE)) {
+ access = MSLTextureSamplerAccess::TEXTURE_ACCESS_WRITE;
+ }
+ else {
+ access = MSLTextureSamplerAccess::TEXTURE_ACCESS_READ;
+ }
+ BLI_assert(res.slot >= 0 && res.slot < MTL_MAX_TEXTURE_SLOTS);
+ MSLTextureSampler msl_tex(
+ ShaderStage::BOTH, res.image.type, res.image.name, access, res.slot);
+ texture_samplers.append(msl_tex);
+ } break;
+
+ case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER: {
+ MSLUniformBlock ubo;
+ BLI_assert(res.uniformbuf.type_name.size() > 0);
+ BLI_assert(res.uniformbuf.name.size() > 0);
+ int64_t array_offset = res.uniformbuf.name.find_first_of("[");
+
+ ubo.type_name = res.uniformbuf.type_name;
+ ubo.is_array = (array_offset > -1);
+ if (ubo.is_array) {
+ /* If is array UBO, strip out array tag from name. */
+ StringRef name_no_array = StringRef(res.uniformbuf.name.c_str(), array_offset);
+ ubo.name = name_no_array;
+ }
+ else {
+ ubo.name = res.uniformbuf.name;
+ }
+ ubo.stage = ShaderStage::VERTEX | ShaderStage::FRAGMENT;
+ uniform_blocks.append(ubo);
+ } break;
+
+ case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER: {
+ /* TODO(Metal): Support shader storage buffer in Metal.
+ * Pending compute support. */
+ } break;
+ }
+ }
+ }
+
+ /** Vertex Inputs. */
+ bool all_attr_location_assigned = true;
+ for (const ShaderCreateInfo::VertIn &attr : info->vertex_inputs_) {
+
+ /* Validate input. */
+ BLI_assert(attr.name.size() > 0);
+
+ /* NOTE(Metal): Input attributes may not have a location specified.
+ * unset locations are resolved during: `resolve_input_attribute_locations`. */
+ MSLVertexInputAttribute msl_attr;
+ bool attr_location_assigned = (attr.index >= 0);
+ all_attr_location_assigned = all_attr_location_assigned && attr_location_assigned;
+ msl_attr.layout_location = attr_location_assigned ? attr.index : -1;
+ msl_attr.type = attr.type;
+ msl_attr.name = attr.name;
+ vertex_input_attributes.append(msl_attr);
+ }
+
+ /* Ensure all attributes are assigned a location. */
+ if (!all_attr_location_assigned) {
+ this->resolve_input_attribute_locations();
+ }
+
+ /** Fragment outputs. */
+ for (const shader::ShaderCreateInfo::FragOut &frag_out : create_info_->fragment_outputs_) {
+
+ /* Validate input. */
+ BLI_assert(frag_out.name.size() > 0);
+ BLI_assert(frag_out.index >= 0);
+
+ /* Populate MSLGenerator attribute. */
+ MSLFragmentOutputAttribute mtl_frag_out;
+ mtl_frag_out.layout_location = frag_out.index;
+ mtl_frag_out.layout_index = (frag_out.blend != DualBlend::NONE) ?
+ ((frag_out.blend == DualBlend::SRC_0) ? 0 : 1) :
+ -1;
+ mtl_frag_out.type = frag_out.type;
+ mtl_frag_out.name = frag_out.name;
+
+ fragment_outputs.append(mtl_frag_out);
+ }
+}
+
+bool MSLGeneratorInterface::use_argument_buffer_for_samplers() const
+{
+ /* We can only use argument buffers IF sampler count exceeds static limit of 16,
+ * AND we can support more samplers with an argument buffer. */
+ return texture_samplers.size() >= 16 && GPU_max_samplers() > 16;
+}
+
+uint32_t MSLGeneratorInterface::num_samplers_for_stage(ShaderStage stage) const
+{
+ /* NOTE: Sampler bindings and argument buffer shared across stages,
+ * in case stages share texture/sampler bindings. */
+ return texture_samplers.size();
+}
+
+uint32_t MSLGeneratorInterface::get_sampler_argument_buffer_bind_index(ShaderStage stage)
+{
+ BLI_assert(stage == ShaderStage::VERTEX || stage == ShaderStage::FRAGMENT);
+ if (sampler_argument_buffer_bind_index[get_shader_stage_index(stage)] >= 0) {
+ return sampler_argument_buffer_bind_index[get_shader_stage_index(stage)];
+ }
+ sampler_argument_buffer_bind_index[get_shader_stage_index(stage)] =
+ (this->uniform_blocks.size() + 1);
+ return sampler_argument_buffer_bind_index[get_shader_stage_index(stage)];
+}
+
+void MSLGeneratorInterface::prepare_ssbo_vertex_fetch_uniforms()
+{
+ BLI_assert(this->uses_ssbo_vertex_fetch_mode);
+
+ /* Add Special Uniforms for SSBO vertex fetch mode. */
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_INPUT_PRIM_TYPE_STR, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_INPUT_VERT_COUNT_STR, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_USES_INDEXED_RENDERING_STR, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_INDEX_MODE_U16_STR, false));
+
+ for (const MSLVertexInputAttribute &attr : this->vertex_input_attributes) {
+ const std::string &uname = attr.name;
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_STRIDE_STR + uname, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_OFFSET_STR + uname, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_FETCHMODE_STR + uname, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_VBO_ID_STR + uname, false));
+ this->uniforms.append(MSLUniform(Type::INT, UNIFORM_SSBO_TYPE_STR + uname, false));
+ }
+}
+
+std::string MSLGeneratorInterface::generate_msl_vertex_entry_stub()
+{
+ std::stringstream out;
+ out << std::endl << "/*** AUTO-GENERATED MSL VERETX SHADER STUB. ***/" << std::endl;
+
+ /* Un-define texture defines from main source - avoid conflict with MSL texture. */
+ out << "#undef texture" << std::endl;
+ out << "#undef textureLod" << std::endl;
+
+ /* Disable special case for booleans being treated as ints in GLSL. */
+ out << "#undef bool" << std::endl;
+
+ /* Un-define uniform mappings to avoid name collisions. */
+ out << generate_msl_uniform_undefs(ShaderStage::VERTEX);
+
+ /* Generate function entry point signature w/ resource bindings and inputs. */
+ out << "vertex ";
+ if (this->uses_transform_feedback) {
+ out << "void ";
+ }
+ else {
+ out << get_stage_class_name(ShaderStage::VERTEX) << "::VertexOut ";
+ }
+#ifndef NDEBUG
+ out << "vertex_function_entry_" << parent_shader_.name_get() << "(\n\t";
+#else
+ out << "vertex_function_entry(\n\t";
+#endif
+
+ out << this->generate_msl_vertex_inputs_string();
+ out << ") {" << std::endl << std::endl;
+ out << "\tMTLShaderVertexImpl::VertexOut output;" << std::endl
+ << "\tMTLShaderVertexImpl vertex_shader_instance;" << std::endl;
+
+ /* Copy Vertex Globals. */
+ if (this->uses_gl_VertexID) {
+ out << "vertex_shader_instance.gl_VertexID = gl_VertexID;" << std::endl;
+ }
+ if (this->uses_gl_InstanceID) {
+ out << "vertex_shader_instance.gl_InstanceID = gl_InstanceID-gl_BaseInstanceARB;" << std::endl;
+ }
+ if (this->uses_gl_BaseInstanceARB) {
+ out << "vertex_shader_instance.gl_BaseInstanceARB = gl_BaseInstanceARB;" << std::endl;
+ }
+
+ /* Copy vertex attributes into local variables. */
+ out << this->generate_msl_vertex_attribute_input_population();
+
+ /* Populate Uniforms and uniform blocks. */
+ out << this->generate_msl_texture_vars(ShaderStage::VERTEX);
+ out << this->generate_msl_global_uniform_population(ShaderStage::VERTEX);
+ out << this->generate_msl_uniform_block_population(ShaderStage::VERTEX);
+
+ /* Execute original 'main' function within class scope. */
+ out << "\t/* Execute Vertex main function */\t" << std::endl
+ << "\tvertex_shader_instance.main();" << std::endl
+ << std::endl;
+
+ /* Populate Output values. */
+ out << this->generate_msl_vertex_output_population();
+
+ /* Final point size,
+ * This is only compiled if the `MTL_global_pointsize` is specified
+ * as a function specialization in the PSO. This is restricted to
+ * point primitive types. */
+ out << "if(is_function_constant_defined(MTL_global_pointsize)){ output.pointsize = "
+ "(MTL_global_pointsize > 0.0)?MTL_global_pointsize:output.pointsize; }"
+ << std::endl;
+
+ /* Populate transform feedback buffer. */
+ if (this->uses_transform_feedback) {
+ out << this->generate_msl_vertex_output_tf_population();
+ }
+ else {
+ out << "\treturn output;" << std::endl;
+ }
+ out << "}";
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_fragment_entry_stub()
+{
+ std::stringstream out;
+ out << std::endl << "/*** AUTO-GENERATED MSL FRAGMENT SHADER STUB. ***/" << std::endl;
+
+ /* Undefine texture defines from main source - avoid conflict with MSL texture. */
+ out << "#undef texture" << std::endl;
+ out << "#undef textureLod" << std::endl;
+
+ /* Disable special case for booleans being treated as integers in GLSL. */
+ out << "#undef bool" << std::endl;
+
+ /* Undefine uniform mappings to avoid name collisions. */
+ out << generate_msl_uniform_undefs(ShaderStage::FRAGMENT);
+
+ /* Generate function entry point signature w/ resource bindings and inputs. */
+#ifndef NDEBUG
+ out << "fragment " << get_stage_class_name(ShaderStage::FRAGMENT)
+ << "::FragmentOut fragment_function_entry_" << parent_shader_.name_get() << "(\n\t";
+#else
+ out << "fragment " << get_stage_class_name(ShaderStage::FRAGMENT)
+ << "::FragmentOut fragment_function_entry(\n\t";
+#endif
+ out << this->generate_msl_fragment_inputs_string();
+ out << ") {" << std::endl << std::endl;
+ out << "\tMTLShaderFragmentImpl::FragmentOut output;" << std::endl
+ << "\tMTLShaderFragmentImpl fragment_shader_instance;" << std::endl;
+
+ /* Copy Fragment Globals. */
+ if (this->uses_gl_PointCoord) {
+ out << "fragment_shader_instance.gl_PointCoord = gl_PointCoord;" << std::endl;
+ }
+ if (this->uses_gl_FrontFacing) {
+ out << "fragment_shader_instance.gl_FrontFacing = gl_FrontFacing;" << std::endl;
+ }
+
+ /* Copy vertex attributes into local variable.s */
+ out << this->generate_msl_fragment_input_population();
+
+ /* Barycentrics. */
+ if (this->uses_barycentrics) {
+
+ /* Main barycentrics. */
+ out << "fragment_shader_instance.gpu_BaryCoord = mtl_barycentric_coord.xyz;";
+
+ /* barycentricDist represents the world-space distance from the current world-space position
+ * to the opposite edge of the vertex. */
+ out << "float3 worldPos = fragment_shader_instance.worldPosition.xyz;" << std::endl;
+ out << "float3 wpChange = (length(dfdx(worldPos))+length(dfdy(worldPos)));" << std::endl;
+ out << "float3 bcChange = "
+ "(length(dfdx(mtl_barycentric_coord))+length(dfdy(mtl_barycentric_coord)));"
+ << std::endl;
+ out << "float3 rateOfChange = wpChange/bcChange;" << std::endl;
+
+ /* Distance to edge using inverse barycentric value, as rather than the length of 0.7
+ * contribution, we'd want the distance to the opposite side. */
+ out << "fragment_shader_instance.gpu_BarycentricDist.x = length(rateOfChange * "
+ "(1.0-mtl_barycentric_coord.x));"
+ << std::endl;
+ out << "fragment_shader_instance.gpu_BarycentricDist.y = length(rateOfChange * "
+ "(1.0-mtl_barycentric_coord.y));"
+ << std::endl;
+ out << "fragment_shader_instance.gpu_BarycentricDist.z = length(rateOfChange * "
+ "(1.0-mtl_barycentric_coord.z));"
+ << std::endl;
+ }
+
+ /* Populate Uniforms and uniform blocks. */
+ out << this->generate_msl_texture_vars(ShaderStage::FRAGMENT);
+ out << this->generate_msl_global_uniform_population(ShaderStage::FRAGMENT);
+ out << this->generate_msl_uniform_block_population(ShaderStage::FRAGMENT);
+
+ /* Execute original 'main' function within class scope. */
+ out << "\t/* Execute Fragment main function */\t" << std::endl
+ << "\tfragment_shader_instance.main();" << std::endl
+ << std::endl;
+
+ /* Populate Output values. */
+ out << this->generate_msl_fragment_output_population();
+ out << " return output;" << std::endl << "}";
+
+ return out.str();
+}
+
+void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream &out,
+ ShaderStage stage)
+{
+ BLI_assert(stage == ShaderStage::VERTEX || stage == ShaderStage::FRAGMENT);
+ /* Generate texture signatures. */
+ BLI_assert(this->texture_samplers.size() <= GPU_max_textures_vert());
+ for (const MSLTextureSampler &tex : this->texture_samplers) {
+ if (bool(tex.stage & stage)) {
+ out << ",\n\t" << tex.get_msl_typestring(false) << " [[texture(" << tex.location << ")]]";
+ }
+ }
+
+ /* Generate sampler signatures. */
+ /* NOTE: Currently textures and samplers share indices across shading stages, so the limit is
+ * shared.
+ * If we exceed the hardware-supported limit, then follow a bind-less model using argument
+ * buffers. */
+ if (this->use_argument_buffer_for_samplers()) {
+ out << ",\n\tconstant SStruct& samplers [[buffer(MTL_uniform_buffer_base_index+"
+ << (this->get_sampler_argument_buffer_bind_index(stage)) << ")]]";
+ }
+ else {
+ /* Maximum Limit of samplers defined in the function argument table is
+ * `MTL_MAX_DEFAULT_SAMPLERS=16`. */
+ BLI_assert(this->texture_samplers.size() <= MTL_MAX_DEFAULT_SAMPLERS);
+ for (const MSLTextureSampler &tex : this->texture_samplers) {
+ if (bool(tex.stage & stage)) {
+ out << ",\n\tsampler " << tex.name << "_sampler [[sampler(" << tex.location << ")]]";
+ }
+ }
+
+ /* Fallback. */
+ if (this->texture_samplers.size() > 16) {
+ shader_debug_printf(
+ "[Metal] Warning: Shader exceeds limit of %u samplers on current hardware\n",
+ MTL_MAX_DEFAULT_SAMPLERS);
+ }
+ }
+}
+
+void MSLGeneratorInterface::generate_msl_uniforms_input_string(std::stringstream &out,
+ ShaderStage stage)
+{
+ int ubo_index = 0;
+ for (const MSLUniformBlock &ubo : this->uniform_blocks) {
+ if (bool(ubo.stage & stage)) {
+ /* For literal/existing global types, we do not need the class name-space accessor. */
+ out << ",\n\tconstant ";
+ if (!is_builtin_type(ubo.type_name)) {
+ out << get_stage_class_name(stage) << "::";
+ }
+ /* #UniformBuffer bind indices start at `MTL_uniform_buffer_base_index + 1`, as
+ * MTL_uniform_buffer_base_index is reserved for the #PushConstantBlock (push constants).
+ * MTL_uniform_buffer_base_index is an offset depending on the number of unique VBOs
+ * bound for the current PSO specialization. */
+ out << ubo.type_name << "* " << ubo.name << "[[buffer(MTL_uniform_buffer_base_index+"
+ << (ubo_index + 1) << ")]]";
+ }
+ ubo_index++;
+ }
+}
+
+std::string MSLGeneratorInterface::generate_msl_vertex_inputs_string()
+{
+ std::stringstream out;
+
+ if (this->uses_ssbo_vertex_fetch_mode) {
+ /* Vertex Buffers bound as raw buffers. */
+ for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
+ out << "\tconstant uchar* MTL_VERTEX_DATA_" << i << " [[buffer(" << i << ")]],\n";
+ }
+ out << "\tconstant ushort* MTL_INDEX_DATA[[buffer(MTL_SSBO_VERTEX_FETCH_IBO_INDEX)]],";
+ }
+ else {
+ if (this->vertex_input_attributes.size() > 0) {
+ /* Vertex Buffers use input assembly. */
+ out << get_stage_class_name(ShaderStage::VERTEX) << "::VertexIn v_in [[stage_in]],";
+ }
+ }
+ out << "\n\tconstant " << get_stage_class_name(ShaderStage::VERTEX)
+ << "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
+
+ this->generate_msl_uniforms_input_string(out, ShaderStage::VERTEX);
+
+ /* Transform feedback buffer binding. */
+ if (this->uses_transform_feedback) {
+ out << ",\n\tdevice " << get_stage_class_name(ShaderStage::VERTEX)
+ << "::VertexOut_TF* "
+ "transform_feedback_results[[buffer(MTL_transform_feedback_buffer_index)]]";
+ }
+
+ /* Generate texture signatures. */
+ this->generate_msl_textures_input_string(out, ShaderStage::VERTEX);
+
+ /* Entry point parameters for gl Globals. */
+ if (this->uses_gl_VertexID) {
+ out << ",\n\tconst uint32_t gl_VertexID [[vertex_id]]";
+ }
+ if (this->uses_gl_InstanceID) {
+ out << ",\n\tconst uint32_t gl_InstanceID [[instance_id]]";
+ }
+ if (this->uses_gl_BaseInstanceARB) {
+ out << ",\n\tconst uint32_t gl_BaseInstanceARB [[base_instance]]";
+ }
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_fragment_inputs_string()
+{
+ std::stringstream out;
+ out << get_stage_class_name(ShaderStage::FRAGMENT)
+ << "::VertexOut v_in [[stage_in]],\n\tconstant "
+ << get_stage_class_name(ShaderStage::FRAGMENT)
+ << "::PushConstantBlock* uniforms[[buffer(MTL_uniform_buffer_base_index)]]";
+
+ this->generate_msl_uniforms_input_string(out, ShaderStage::FRAGMENT);
+
+ /* Generate texture signatures. */
+ this->generate_msl_textures_input_string(out, ShaderStage::FRAGMENT);
+
+ if (this->uses_gl_PointCoord) {
+ out << ",\n\tconst float2 gl_PointCoord [[point_coord]]";
+ }
+ if (this->uses_gl_FrontFacing) {
+ out << ",\n\tconst MTLBOOL gl_FrontFacing [[front_facing]]";
+ }
+
+ /* Barycentrics. */
+ if (this->uses_barycentrics) {
+ out << ",\n\tconst float3 mtl_barycentric_coord [[barycentric_coord]]";
+ }
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_uniform_structs(ShaderStage shader_stage)
+{
+ BLI_assert(shader_stage == ShaderStage::VERTEX || shader_stage == ShaderStage::FRAGMENT);
+ std::stringstream out;
+
+ /* Common Uniforms. */
+ out << "typedef struct {" << std::endl;
+
+ for (const MSLUniform &uniform : this->uniforms) {
+ if (uniform.is_array) {
+ out << "\t" << to_string(uniform.type) << " " << uniform.name << "[" << uniform.array_elems
+ << "];" << std::endl;
+ }
+ else {
+ out << "\t" << to_string(uniform.type) << " " << uniform.name << ";" << std::endl;
+ }
+ }
+ out << "} PushConstantBlock;\n\n";
+
+ /* Member UBO block reference. */
+ out << std::endl << "const constant PushConstantBlock *global_uniforms;" << std::endl;
+
+ /* Macro define chain.
+ * To access uniforms, we generate a macro such that the uniform name can
+ * be used directly without using the struct's handle. */
+ for (const MSLUniform &uniform : this->uniforms) {
+ out << "#define " << uniform.name << " global_uniforms->" << uniform.name << std::endl;
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* NOTE: Uniform macro definition vars can conflict with other parameters. */
+std::string MSLGeneratorInterface::generate_msl_uniform_undefs(ShaderStage shader_stage)
+{
+ std::stringstream out;
+
+ /* Macro undef chain. */
+ for (const MSLUniform &uniform : this->uniforms) {
+ out << "#undef " << uniform.name << std::endl;
+ }
+ /* UBO block undef. */
+ for (const MSLUniformBlock &ubo : this->uniform_blocks) {
+ out << "#undef " << ubo.name << std::endl;
+ }
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_vertex_in_struct()
+{
+ std::stringstream out;
+
+ /* Skip struct if no vert attributes. */
+ if (this->vertex_input_attributes.size() == 0) {
+ return "";
+ }
+
+ /* Output */
+ out << "typedef struct {" << std::endl;
+ for (const MSLVertexInputAttribute &in_attr : this->vertex_input_attributes) {
+ /* Matrix and array attributes are not trivially supported and thus
+ * require each element to be passed as an individual attribute.
+ * This requires shader source generation of sequential elements.
+ * The matrix type is then re-packed into a Mat4 inside the entry function.
+ *
+ * e.g.
+ * float4 __internal_modelmatrix_0 [[attribute(0)]];
+ * float4 __internal_modelmatrix_1 [[attribute(1)]];
+ * float4 __internal_modelmatrix_2 [[attribute(2)]];
+ * float4 __internal_modelmatrix_3 [[attribute(3)]];
+ */
+ if (is_matrix_type(in_attr.type) && !this->uses_ssbo_vertex_fetch_mode) {
+ for (int elem = 0; elem < get_matrix_location_count(in_attr.type); elem++) {
+ out << "\t" << get_matrix_subtype(in_attr.type) << " __internal_" << in_attr.name << elem
+ << " [[attribute(" << (in_attr.layout_location + elem) << ")]];" << std::endl;
+ }
+ }
+ else {
+ out << "\t" << in_attr.type << " " << in_attr.name << " [[attribute("
+ << in_attr.layout_location << ")]];" << std::endl;
+ }
+ }
+
+ out << "} VertexIn;" << std::endl << std::endl;
+
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_vertex_out_struct(ShaderStage shader_stage)
+{
+ BLI_assert(shader_stage == ShaderStage::VERTEX || shader_stage == ShaderStage::FRAGMENT);
+ std::stringstream out;
+
+ /* Vertex output struct. */
+ out << "typedef struct {" << std::endl;
+
+ /* If we use GL position, our standard output variable will be mapped to '_default_position_'.
+ * Otherwise, we use the FIRST element in the output array.
+ * If transform feedback is enabled, we do not need to output position, unless it
+ * is explicitly specified as a tf output. */
+ bool first_attr_is_position = false;
+ if (this->uses_gl_Position) {
+ out << "\tfloat4 _default_position_ [[position]];" << std::endl;
+ }
+ else {
+ if (!this->uses_transform_feedback) {
+ /* Use first output element for position. */
+ BLI_assert(this->vertex_output_varyings.size() > 0);
+ BLI_assert(this->vertex_output_varyings[0].type == "vec4");
+ out << "\tfloat4 " << this->vertex_output_varyings[0].name << " [[position]];" << std::endl;
+ first_attr_is_position = true;
+ }
+ }
+
+ /* Generate other vertex output members. */
+ bool skip_first_index = first_attr_is_position;
+ for (const MSLVertexOutputAttribute &v_out : this->vertex_output_varyings) {
+
+ /* Skip first index if used for position. */
+ if (skip_first_index) {
+ skip_first_index = false;
+ continue;
+ }
+
+ if (v_out.is_array) {
+ /* Array types cannot be trivially passed between shading stages.
+ * Instead we pass each component individually. E.g. vec4 pos[2]
+ * will be converted to: `vec4 pos_0; vec4 pos_1;`
+ * The specified interpolation qualifier will be applied per element. */
+ /* TODO(Metal): Support array of matrix in-out types if required
+ * e.g. Mat4 out_matrices[3]. */
+ for (int i = 0; i < v_out.array_elems; i++) {
+ out << "\t" << v_out.type << " " << v_out.instance_name << "_" << v_out.name << i
+ << v_out.get_mtl_interpolation_qualifier() << ";" << std::endl;
+ }
+ }
+ else {
+ /* Matrix types need to be expressed as their vector sub-components. */
+ if (is_matrix_type(v_out.type)) {
+ BLI_assert(v_out.get_mtl_interpolation_qualifier() == " [[flat]]" &&
+ "Matrix varying types must have [[flat]] interpolation");
+ std::string subtype = get_matrix_subtype(v_out.type);
+ for (int elem = 0; elem < get_matrix_location_count(v_out.type); elem++) {
+ out << "\t" << subtype << v_out.instance_name << " __matrix_" << v_out.name << elem
+ << v_out.get_mtl_interpolation_qualifier() << ";" << std::endl;
+ }
+ }
+ else {
+ out << "\t" << v_out.type << " " << v_out.instance_name << "_" << v_out.name
+ << v_out.get_mtl_interpolation_qualifier() << ";" << std::endl;
+ }
+ }
+ }
+
+ /* Add gl_PointSize if written to. */
+ if (shader_stage == ShaderStage::VERTEX) {
+ if (this->uses_gl_PointSize) {
+ /* If `gl_PointSize` is explicitly written to,
+ * we will output the written value directly.
+ * This value can still be overridden by the
+ * global point-size value. */
+ out << "\tfloat pointsize [[point_size]];" << std::endl;
+ }
+ else {
+ /* Otherwise, if point-size is not written to inside the shader,
+ * then its usage is controlled by whether the `MTL_global_pointsize`
+ * function constant has been specified.
+ * This function constant is enabled for all point primitives being rendered. */
+ out << "\tfloat pointsize [[point_size, function_constant(MTL_global_pointsize)]];"
+ << std::endl;
+ }
+ }
+
+ /* Add gl_ClipDistance[n]. */
+ if (shader_stage == ShaderStage::VERTEX) {
+ out << "#if defined(USE_CLIP_PLANES) || defined(USE_WORLD_CLIP_PLANES)" << std::endl;
+ if (this->clip_distances.size() > 1) {
+ /* Output array of clip distances if specified. */
+ out << "\tfloat clipdistance [[clip_distance]] [" << this->clip_distances.size() << "];"
+ << std::endl;
+ }
+ else if (this->clip_distances.size() > 0) {
+ out << "\tfloat clipdistance [[clip_distance]];" << std::endl;
+ }
+ out << "#endif" << std::endl;
+ }
+
+ /* Add MTL render target array index for multilayered rendering support. */
+ if (uses_mtl_array_index_) {
+ out << "\tuint MTLRenderTargetArrayIndex [[render_target_array_index]];" << std::endl;
+ }
+
+ out << "} VertexOut;" << std::endl << std::endl;
+
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_vertex_transform_feedback_out_struct(
+ ShaderStage shader_stage)
+{
+ BLI_assert(shader_stage == ShaderStage::VERTEX || shader_stage == ShaderStage::FRAGMENT);
+ std::stringstream out;
+ vertex_output_varyings_tf.clear();
+
+ out << "typedef struct {" << std::endl;
+
+ /* If we use GL position, our standard output variable will be mapped to '_default_position_'.
+ * Otherwise, we use the FIRST element in the output array -- If transform feedback is enabled,
+ * we do not need to output position */
+ bool first_attr_is_position = false;
+ if (this->uses_gl_Position) {
+
+ if (parent_shader_.has_transform_feedback_varying("gl_Position")) {
+ out << "\tfloat4 pos [[position]];" << std::endl;
+ vertex_output_varyings_tf.append({.type = "vec4",
+ .name = "gl_Position",
+ .interpolation_qualifier = "",
+ .is_array = false,
+ .array_elems = 1});
+ }
+ }
+ else {
+ if (!this->uses_transform_feedback) {
+ /* Use first output element for position */
+ BLI_assert(this->vertex_output_varyings.size() > 0);
+ BLI_assert(this->vertex_output_varyings[0].type == "vec4");
+ first_attr_is_position = true;
+ }
+ }
+
+ /* Generate other vertex outputs. */
+ bool skip_first_index = first_attr_is_position;
+ for (const MSLVertexOutputAttribute &v_out : this->vertex_output_varyings) {
+
+ /* Skip first index if used for position. */
+ if (skip_first_index) {
+ skip_first_index = false;
+ continue;
+ }
+
+ if (!parent_shader_.has_transform_feedback_varying(v_out.name)) {
+ continue;
+ }
+ vertex_output_varyings_tf.append(v_out);
+
+ if (v_out.is_array) {
+ /* TODO(Metal): Support array of matrix types if required. */
+ for (int i = 0; i < v_out.array_elems; i++) {
+ out << "\t" << v_out.type << " " << v_out.name << i
+ << v_out.get_mtl_interpolation_qualifier() << ";" << std::endl;
+ }
+ }
+ else {
+ /* Matrix types need to be expressed as their vector sub-components. */
+ if (is_matrix_type(v_out.type)) {
+ BLI_assert(v_out.get_mtl_interpolation_qualifier() == " [[flat]]" &&
+ "Matrix varying types must have [[flat]] interpolation");
+ std::string subtype = get_matrix_subtype(v_out.type);
+ for (int elem = 0; elem < get_matrix_location_count(v_out.type); elem++) {
+ out << "\t" << subtype << " __matrix_" << v_out.name << elem
+ << v_out.get_mtl_interpolation_qualifier() << ";" << std::endl;
+ }
+ }
+ else {
+ out << "\t" << v_out.type << " " << v_out.name << v_out.get_mtl_interpolation_qualifier()
+ << ";" << std::endl;
+ }
+ }
+ }
+
+ out << "} VertexOut_TF;" << std::endl << std::endl;
+
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_fragment_out_struct()
+{
+ std::stringstream out;
+
+ /* Output. */
+ out << "typedef struct {" << std::endl;
+ for (int f_output = 0; f_output < this->fragment_outputs.size(); f_output++) {
+ out << "\t" << to_string(this->fragment_outputs[f_output].type) << " "
+ << this->fragment_outputs[f_output].name << " [[color("
+ << this->fragment_outputs[f_output].layout_location << ")";
+ if (this->fragment_outputs[f_output].layout_index >= 0) {
+ out << ", index(" << this->fragment_outputs[f_output].layout_index << ")";
+ }
+ out << "]]"
+ << ";" << std::endl;
+ }
+ /* Add gl_FragDepth output if used. */
+ if (this->uses_gl_FragDepth) {
+ std::string out_depth_argument = ((this->depth_write == DepthWrite::GREATER) ?
+ "greater" :
+ ((this->depth_write == DepthWrite::LESS) ? "less" :
+ "any"));
+ out << "\tfloat fragdepth [[depth(" << out_depth_argument << ")]];" << std::endl;
+ }
+
+ out << "} FragmentOut;" << std::endl;
+ out << std::endl;
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_global_uniform_population(ShaderStage stage)
+{
+ /* Populate Global Uniforms. */
+ std::stringstream out;
+
+ /* Copy UBO block ref. */
+ out << "\t/* Copy Uniform block member reference */" << std::endl;
+ out << "\t"
+ << ((stage == ShaderStage::VERTEX) ? "vertex_shader_instance." : "fragment_shader_instance.")
+ << "global_uniforms = uniforms;" << std::endl;
+
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_uniform_block_population(ShaderStage stage)
+{
+ /* Populate Global Uniforms. */
+ std::stringstream out;
+ out << "\t/* Copy UBO block references into local class variables */" << std::endl;
+ for (const MSLUniformBlock &ubo : this->uniform_blocks) {
+
+ /* Only include blocks which are used within this stage. */
+ if (bool(ubo.stage & stage)) {
+ /* Generate UBO reference assignment.
+ * NOTE(Metal): We append `_local` post-fix onto the class member name
+ * for the ubo to avoid name collision with the UBO accessor macro.
+ * We only need to add this post-fix for the non-array access variant,
+ * as the array is indexed directly, rather than requiring a dereference. */
+ out << "\t"
+ << ((stage == ShaderStage::VERTEX) ? "vertex_shader_instance." :
+ "fragment_shader_instance.")
+ << ubo.name;
+ if (!ubo.is_array) {
+ out << "_local";
+ }
+ out << " = " << ubo.name << ";" << std::endl;
+ }
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* Copy input attributes from stage_in into class local variables. */
+std::string MSLGeneratorInterface::generate_msl_vertex_attribute_input_population()
+{
+
+ /* SSBO Vertex Fetch mode does not require local attribute population,
+ * we only need to pass over the buffer pointer references. */
+ if (this->uses_ssbo_vertex_fetch_mode) {
+ std::stringstream out;
+ out << "const constant uchar* GLOBAL_MTL_VERTEX_DATA[MTL_SSBO_VERTEX_FETCH_MAX_VBOS] = {"
+ << std::endl;
+ for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
+ char delimiter = (i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS - 1) ? ',' : ' ';
+ out << "\t\tMTL_VERTEX_DATA_" << i << delimiter << std::endl;
+ }
+ out << "};" << std::endl;
+ out << "\tvertex_shader_instance.MTL_VERTEX_DATA = GLOBAL_MTL_VERTEX_DATA;" << std::endl;
+ out << "\tvertex_shader_instance.MTL_INDEX_DATA_U16 = MTL_INDEX_DATA;" << std::endl;
+ out << "\tvertex_shader_instance.MTL_INDEX_DATA_U32 = reinterpret_cast<constant "
+ "uint32_t*>(MTL_INDEX_DATA);"
+ << std::endl;
+ return out.str();
+ }
+
+ /* Populate local attribute variables. */
+ std::stringstream out;
+ out << "\t/* Copy Vertex Stage-in attributes into local variables */" << std::endl;
+ for (int attribute = 0; attribute < this->vertex_input_attributes.size(); attribute++) {
+
+ if (is_matrix_type(this->vertex_input_attributes[attribute].type)) {
+ /* Reading into an internal matrix from split attributes: Should generate the following:
+ * vertex_shader_instance.mat_attribute_type =
+ * mat4(v_in.__internal_mat_attribute_type0,
+ * v_in.__internal_mat_attribute_type1,
+ * v_in.__internal_mat_attribute_type2,
+ * v_in.__internal_mat_attribute_type3). */
+ out << "\tvertex_shader_instance." << this->vertex_input_attributes[attribute].name << " = "
+ << this->vertex_input_attributes[attribute].type << "(v_in.__internal_"
+ << this->vertex_input_attributes[attribute].name << 0;
+ for (int elem = 1;
+ elem < get_matrix_location_count(this->vertex_input_attributes[attribute].type);
+ elem++) {
+ out << ",\n"
+ << "v_in.__internal_" << this->vertex_input_attributes[attribute].name << elem;
+ }
+ out << ");";
+ }
+ else {
+ /* OpenGL uses the `GPU_FETCH_*` functions which can alter how an attribute value is
+ * interpreted. In Metal, we cannot support all implicit conversions within the vertex
+ * descriptor/vertex stage-in, so we need to perform value transformation on-read.
+ *
+ * This is handled by wrapping attribute reads to local shader registers in a
+ * suitable conversion function `attribute_conversion_func_name`.
+ * This conversion function performs a specific transformation on the source
+ * vertex data, depending on the specified GPU_FETCH_* mode for the current
+ * vertex format.
+ *
+ * The fetch_mode is specified per-attribute using specialization constants
+ * on the PSO, wherein a unique set of constants is passed in per vertex
+ * buffer/format configuration. Efficiently enabling pass-through reads
+ * if no special fetch is required. */
+ bool do_attribute_conversion_on_read = false;
+ std::string attribute_conversion_func_name = get_attribute_conversion_function(
+ &do_attribute_conversion_on_read, this->vertex_input_attributes[attribute].type);
+
+ if (do_attribute_conversion_on_read) {
+ out << "\t" << attribute_conversion_func_name << "(MTL_AttributeConvert" << attribute
+ << ", v_in." << this->vertex_input_attributes[attribute].name
+ << ", vertex_shader_instance." << this->vertex_input_attributes[attribute].name << ");"
+ << std::endl;
+ }
+ else {
+ out << "\tvertex_shader_instance." << this->vertex_input_attributes[attribute].name
+ << " = v_in." << this->vertex_input_attributes[attribute].name << ";" << std::endl;
+ }
+ }
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* Copy post-main, modified, local class variables into vertex-output struct. */
+std::string MSLGeneratorInterface::generate_msl_vertex_output_population()
+{
+
+ std::stringstream out;
+ out << "\t/* Copy Vertex Outputs into output struct */" << std::endl;
+
+ /* Output gl_Position with conversion to Metal coordinate-space. */
+ if (this->uses_gl_Position) {
+ out << "\toutput._default_position_ = vertex_shader_instance.gl_Position;" << std::endl;
+
+ /* Invert Y and rescale depth range.
+ * This is an alternative method to modifying all projection matrices. */
+ out << "\toutput._default_position_.y = -output._default_position_.y;" << std::endl;
+ out << "\toutput._default_position_.z = "
+ "(output._default_position_.z+output._default_position_.w)/2.0;"
+ << std::endl;
+ }
+
+ /* Output Point-size. */
+ if (this->uses_gl_PointSize) {
+ out << "\toutput.pointsize = vertex_shader_instance.gl_PointSize;" << std::endl;
+ }
+
+ /* Output render target array Index. */
+ if (uses_mtl_array_index_) {
+ out << "\toutput.MTLRenderTargetArrayIndex = "
+ "vertex_shader_instance.MTLRenderTargetArrayIndex;"
+ << std::endl;
+ }
+
+ /* Output clip-distances. */
+ out << "#if defined(USE_CLIP_PLANES) || defined(USE_WORLD_CLIP_PLANES)" << std::endl;
+ if (this->clip_distances.size() > 1) {
+ for (int cd = 0; cd < this->clip_distances.size(); cd++) {
+ out << "\toutput.clipdistance[" << cd << "] = vertex_shader_instance.gl_ClipDistance_" << cd
+ << ";" << std::endl;
+ }
+ }
+ else if (this->clip_distances.size() > 0) {
+ out << "\toutput.clipdistance = vertex_shader_instance.gl_ClipDistance_0;" << std::endl;
+ }
+ out << "#endif" << std::endl;
+
+ /* Populate output vertex variables. */
+ int output_id = 0;
+ for (const MSLVertexOutputAttribute &v_out : this->vertex_output_varyings) {
+ if (v_out.is_array) {
+
+ for (int i = 0; i < v_out.array_elems; i++) {
+ out << "\toutput." << v_out.instance_name << "_" << v_out.name << i
+ << " = vertex_shader_instance.";
+
+ if (v_out.instance_name != "") {
+ out << v_out.instance_name << ".";
+ }
+
+ out << v_out.name << "[" << i << "]"
+ << ";" << std::endl;
+ }
+ }
+ else {
+ /* Matrix types are split into vectors and need to be reconstructed. */
+ if (is_matrix_type(v_out.type)) {
+ for (int elem = 0; elem < get_matrix_location_count(v_out.type); elem++) {
+ out << "\toutput." << v_out.instance_name << "__matrix_" << v_out.name << elem
+ << " = vertex_shader_instance.";
+
+ if (v_out.instance_name != "") {
+ out << v_out.instance_name << ".";
+ }
+
+ out << v_out.name << "[" << elem << "];" << std::endl;
+ }
+ }
+ else {
+ /* If we are not using gl_Position, first vertex output is used for position.
+ * Ensure it is vec4. If transform feedback is enabled, we do not need position. */
+ if (!this->uses_gl_Position && output_id == 0 && !this->uses_transform_feedback) {
+
+ out << "\toutput." << v_out.instance_name << "_" << v_out.name
+ << " = to_vec4(vertex_shader_instance." << v_out.name << ");" << std::endl;
+
+ /* Invert Y */
+ out << "\toutput." << v_out.instance_name << "_" << v_out.name << ".y = -output."
+ << v_out.name << ".y;" << std::endl;
+ }
+ else {
+
+ /* Assign vertex output. */
+ out << "\toutput." << v_out.instance_name << "_" << v_out.name
+ << " = vertex_shader_instance.";
+
+ if (v_out.instance_name != "") {
+ out << v_out.instance_name << ".";
+ }
+
+ out << v_out.name << ";" << std::endl;
+ }
+ }
+ }
+ output_id++;
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* Copy desired output varyings into transform feedback structure */
+std::string MSLGeneratorInterface::generate_msl_vertex_output_tf_population()
+{
+
+ std::stringstream out;
+ out << "\t/* Copy Vertex TF Outputs into transform feedback buffer */" << std::endl;
+
+ /* Populate output vertex variables */
+ /* TODO(Metal): Currently do not need to support output matrix types etc; but may need to
+ * verify for other configurations if these occur in any cases. */
+ for (int v_output = 0; v_output < this->vertex_output_varyings_tf.size(); v_output++) {
+ out << "transform_feedback_results[gl_VertexID]."
+ << this->vertex_output_varyings_tf[v_output].name << " = vertex_shader_instance."
+ << this->vertex_output_varyings_tf[v_output].name << ";" << std::endl;
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* Copy fragment stage inputs (Vertex Outputs) into local class variables. */
+std::string MSLGeneratorInterface::generate_msl_fragment_input_population()
+{
+
+ /* Populate local attribute variables. */
+ std::stringstream out;
+ out << "\t/* Copy Fragment input into local variables. */" << std::endl;
+
+ /* Special common case for gl_FragCoord, assigning to input position. */
+ if (this->uses_gl_Position) {
+ out << "\tfragment_shader_instance.gl_FragCoord = v_in._default_position_;" << std::endl;
+ }
+ else {
+ /* When gl_Position is not set, first VertexIn element is used for position. */
+ out << "\tfragment_shader_instance.gl_FragCoord = v_in."
+ << this->vertex_output_varyings[0].name << ";" << std::endl;
+ }
+
+ /* NOTE: We will only assign to the intersection of the vertex output and fragment input.
+ * Fragment input represents varying variables which are declared (but are not necessarily
+ * used). The Vertex out defines the set which is passed into the fragment shader, which
+ * contains out variables declared in the vertex shader, though these are not necessarily
+ * consumed by the fragment shader.
+ *
+ * In the cases where the fragment shader expects a variable, but it does not exist in the
+ * vertex shader, a warning will be provided. */
+ for (int f_input = (this->uses_gl_Position) ? 0 : 1;
+ f_input < this->fragment_input_varyings.size();
+ f_input++) {
+ bool exists_in_vertex_output = false;
+ for (int v_o = 0; v_o < this->vertex_output_varyings.size() && !exists_in_vertex_output;
+ v_o++) {
+ if (this->fragment_input_varyings[f_input].name == this->vertex_output_varyings[v_o].name) {
+ exists_in_vertex_output = true;
+ }
+ }
+ if (!exists_in_vertex_output) {
+ shader_debug_printf(
+ "[Warning] Fragment shader expects varying input '%s', but this is not passed from "
+ "the "
+ "vertex shader\n",
+ this->fragment_input_varyings[f_input].name.c_str());
+ continue;
+ }
+ if (this->fragment_input_varyings[f_input].is_array) {
+ for (int i = 0; i < this->fragment_input_varyings[f_input].array_elems; i++) {
+ out << "\tfragment_shader_instance.";
+
+ if (this->fragment_input_varyings[f_input].instance_name != "") {
+ out << this->fragment_input_varyings[f_input].instance_name << ".";
+ }
+
+ out << this->fragment_input_varyings[f_input].name << "[" << i << "] = v_in."
+ << this->fragment_input_varyings[f_input].instance_name << "_"
+ << this->fragment_input_varyings[f_input].name << i << ";" << std::endl;
+ }
+ }
+ else {
+ /* Matrix types are split into components and need to be regrouped into a matrix. */
+ if (is_matrix_type(this->fragment_input_varyings[f_input].type)) {
+ out << "\tfragment_shader_instance.";
+
+ if (this->fragment_input_varyings[f_input].instance_name != "") {
+ out << this->fragment_input_varyings[f_input].instance_name << ".";
+ }
+
+ out << this->fragment_input_varyings[f_input].name << " = "
+ << this->fragment_input_varyings[f_input].type;
+ int count = get_matrix_location_count(this->fragment_input_varyings[f_input].type);
+ for (int elem = 0; elem < count; elem++) {
+ out << ((elem == 0) ? "(" : "") << "v_in."
+ << this->fragment_input_varyings[f_input].instance_name << "__matrix_"
+ << this->fragment_input_varyings[f_input].name << elem
+ << ((elem < count - 1) ? ",\n" : "");
+ }
+ out << ");" << std::endl;
+ }
+ else {
+ out << "\tfragment_shader_instance.";
+
+ if (this->fragment_input_varyings[f_input].instance_name != "") {
+ out << this->fragment_input_varyings[f_input].instance_name << ".";
+ }
+
+ out << this->fragment_input_varyings[f_input].name << " = v_in."
+ << this->fragment_input_varyings[f_input].instance_name << "_"
+ << this->fragment_input_varyings[f_input].name << ";" << std::endl;
+ }
+ }
+ }
+ out << std::endl;
+ return out.str();
+}
+
+/* Copy post-main, modified, local class variables into fragment-output struct. */
+std::string MSLGeneratorInterface::generate_msl_fragment_output_population()
+{
+
+ /* Populate output fragment variables. */
+ std::stringstream out;
+ out << "\t/* Copy Fragment Outputs into output struct. */" << std::endl;
+
+ /* Output gl_FragDepth. */
+ if (this->uses_gl_FragDepth) {
+ out << "\toutput.fragdepth = fragment_shader_instance.gl_FragDepth;" << std::endl;
+ }
+
+ /* Output attributes. */
+ for (int f_output = 0; f_output < this->fragment_outputs.size(); f_output++) {
+
+ out << "\toutput." << this->fragment_outputs[f_output].name << " = fragment_shader_instance."
+ << this->fragment_outputs[f_output].name << ";" << std::endl;
+ }
+ out << std::endl;
+ return out.str();
+}
+
+std::string MSLGeneratorInterface::generate_msl_texture_vars(ShaderStage shader_stage)
+{
+ BLI_assert(shader_stage == ShaderStage::VERTEX || shader_stage == ShaderStage::FRAGMENT);
+
+ std::stringstream out;
+ out << "\t/* Populate local texture and sampler members */" << std::endl;
+ for (int i = 0; i < this->texture_samplers.size(); i++) {
+ if (bool(this->texture_samplers[i].stage & shader_stage)) {
+
+ /* Assign texture reference. */
+ out << "\t"
+ << ((shader_stage == ShaderStage::VERTEX) ? "vertex_shader_instance." :
+ "fragment_shader_instance.")
+ << this->texture_samplers[i].name << ".texture = &" << this->texture_samplers[i].name
+ << ";" << std::endl;
+
+ /* Assign sampler reference. */
+ if (this->use_argument_buffer_for_samplers()) {
+ out << "\t"
+ << ((shader_stage == ShaderStage::VERTEX) ? "vertex_shader_instance." :
+ "fragment_shader_instance.")
+ << this->texture_samplers[i].name << ".samp = &samplers.sampler_args[" << i << "];"
+ << std::endl;
+ }
+ else {
+ out << "\t"
+ << ((shader_stage == ShaderStage::VERTEX) ? "vertex_shader_instance." :
+ "fragment_shader_instance.")
+ << this->texture_samplers[i].name << ".samp = &" << this->texture_samplers[i].name
+ << "_sampler;" << std::endl;
+ }
+ }
+ }
+ out << std::endl;
+ return out.str();
+}
+
+void MSLGeneratorInterface::resolve_input_attribute_locations()
+{
+ /* Determine used-attribute-location mask. */
+ uint32_t used_locations = 0;
+ for (const MSLVertexInputAttribute &attr : vertex_input_attributes) {
+ if (attr.layout_location >= 0) {
+ /* Matrix and array types span multiple location slots. */
+ uint32_t location_element_count = get_matrix_location_count(attr.type);
+ for (uint32_t i = 1; i <= location_element_count; i++) {
+ /* Ensure our location hasn't already been used. */
+ uint32_t location_mask = (i << attr.layout_location);
+ BLI_assert((used_locations & location_mask) == 0);
+ used_locations = used_locations | location_mask;
+ }
+ }
+ }
+
+ /* Assign unused location slots to other attributes. */
+ for (MSLVertexInputAttribute &attr : vertex_input_attributes) {
+ if (attr.layout_location == -1) {
+ /* Determine number of locations required. */
+ uint32_t required_attr_slot_count = get_matrix_location_count(attr.type);
+
+ /* Determine free location.
+ * Starting from 1 is slightly less efficient, however,
+ * given multi-sized attributes, an earlier slot may remain free.
+ * given GPU_VERT_ATTR_MAX_LEN is small, this wont matter. */
+ for (int loc = 0; loc < GPU_VERT_ATTR_MAX_LEN - (required_attr_slot_count - 1); loc++) {
+
+ uint32_t location_mask = (1 << loc);
+ /* Generate sliding mask using location and required number of slots,
+ * to ensure contiguous slots are free.
+ * slot mask will be a number containing N binary 1's, where N is the
+ * number of attributes needed.
+ * e.g. N=4 -> 1111. */
+ uint32_t location_slot_mask = (1 << required_attr_slot_count) - 1;
+ uint32_t sliding_location_slot_mask = location_slot_mask << location_mask;
+ if ((used_locations & sliding_location_slot_mask) == 0) {
+ /* Assign location and update mask. */
+ attr.layout_location = loc;
+ used_locations = used_locations | location_slot_mask;
+ continue;
+ }
+ }
+
+ /* Error if could not assign attribute. */
+ MTL_LOG_ERROR("Could not assign attribute location to attribute %s for shader %s\n",
+ attr.name.c_str(),
+ this->parent_shader_.name_get());
+ }
+ }
+}
+
+void MSLGeneratorInterface::resolve_fragment_output_locations()
+{
+ int running_location_ind = 0;
+
+ /* This code works under the assumption that either all layout_locations are set,
+ * or none are. */
+ for (int i = 0; i < this->fragment_outputs.size(); i++) {
+ BLI_assert_msg(
+ ((running_location_ind > 0) ? (this->fragment_outputs[i].layout_location == -1) : true),
+ "Error: Mismatched input attributes, some with location specified, some without");
+ if (this->fragment_outputs[i].layout_location == -1) {
+ this->fragment_outputs[i].layout_location = running_location_ind;
+ running_location_ind++;
+ }
+ }
+}
+
+/**
+ * Add string to name buffer. Utility function to be used in bake_shader_interface.
+ * Returns the offset of the inserted name.
+ */
+static uint32_t name_buffer_copystr(char **name_buffer_ptr,
+ const char *str_to_copy,
+ uint32_t &name_buffer_size,
+ uint32_t &name_buffer_offset)
+{
+ /* Verify input is valid. */
+ BLI_assert(str_to_copy != nullptr);
+
+ /* Determine length of new string, and ensure name buffer is large enough. */
+ uint32_t ret_len = strlen(str_to_copy);
+ BLI_assert(ret_len > 0);
+
+ /* If required name buffer size is larger, increase by at least 128 bytes. */
+ if (name_buffer_size + ret_len > name_buffer_size) {
+ name_buffer_size = name_buffer_size + max_ii(128, ret_len);
+ *name_buffer_ptr = (char *)MEM_reallocN(*name_buffer_ptr, name_buffer_size);
+ }
+
+ /* Copy string into name buffer. */
+ uint32_t insert_offset = name_buffer_offset;
+ char *current_offset = (*name_buffer_ptr) + insert_offset;
+ strcpy(current_offset, str_to_copy);
+
+ /* Adjust offset including null terminator. */
+ name_buffer_offset += ret_len + 1;
+
+ /* Return offset into name buffer for inserted string. */
+ return insert_offset;
+}
+
+MTLShaderInterface *MSLGeneratorInterface::bake_shader_interface(const char *name)
+{
+ MTLShaderInterface *interface = new MTLShaderInterface(name);
+ interface->init();
+
+ /* Name buffer. */
+ /* Initialize name buffer. */
+ uint32_t name_buffer_size = 256;
+ uint32_t name_buffer_offset = 0;
+ interface->name_buffer_ = (char *)MEM_mallocN(name_buffer_size, "name_buffer");
+
+ /* Prepare Interface Input Attributes. */
+ int c_offset = 0;
+ for (int attribute = 0; attribute < this->vertex_input_attributes.size(); attribute++) {
+
+ /* We need a special case for handling matrix types, which splits the matrix into its vector
+ * components. */
+ if (is_matrix_type(this->vertex_input_attributes[attribute].type)) {
+
+ eMTLDataType mtl_type = to_mtl_type(
+ get_matrix_subtype(this->vertex_input_attributes[attribute].type));
+ int size = mtl_get_data_type_size(mtl_type);
+ for (int elem = 0;
+ elem < get_matrix_location_count(this->vertex_input_attributes[attribute].type);
+ elem++) {
+ /* First attribute matches the core name -- subsequent attributes tagged with
+ * `__internal_<name><index>`. */
+ std::string _internal_name = (elem == 0) ?
+ this->vertex_input_attributes[attribute].name :
+ "__internal_" +
+ this->vertex_input_attributes[attribute].name +
+ std::to_string(elem);
+
+ /* IF Using SSBO vertex Fetch, we do not need to expose other dummy attributes in the
+ * shader interface, only the first one for the whole matrix, as we can pass whatever data
+ * we want in this mode, and do not need to split attributes. */
+ if (elem == 0 || !this->uses_ssbo_vertex_fetch_mode) {
+ interface->add_input_attribute(
+ name_buffer_copystr(&interface->name_buffer_,
+ _internal_name.c_str(),
+ name_buffer_size,
+ name_buffer_offset),
+ this->vertex_input_attributes[attribute].layout_location + elem,
+ mtl_datatype_to_vertex_type(mtl_type),
+ 0,
+ size,
+ c_offset,
+ (elem == 0) ?
+ get_matrix_location_count(this->vertex_input_attributes[attribute].type) :
+ 0);
+ }
+ c_offset += size;
+ }
+ shader_debug_printf(
+ "[Note] Matrix Type '%s' added to shader interface as vertex attribute. (Elem Count: "
+ "%d)\n",
+ this->vertex_input_attributes[attribute].name.c_str(),
+ get_matrix_location_count(this->vertex_input_attributes[attribute].type));
+ }
+ else {
+
+ /* Normal attribute types. */
+ eMTLDataType mtl_type = to_mtl_type(this->vertex_input_attributes[attribute].type);
+ int size = mtl_get_data_type_size(mtl_type);
+ interface->add_input_attribute(
+ name_buffer_copystr(&interface->name_buffer_,
+ this->vertex_input_attributes[attribute].name.c_str(),
+ name_buffer_size,
+ name_buffer_offset),
+ this->vertex_input_attributes[attribute].layout_location,
+ mtl_datatype_to_vertex_type(mtl_type),
+ 0,
+ size,
+ c_offset);
+ c_offset += size;
+ }
+ }
+
+ /* Prepare Interface Default Uniform Block. */
+ interface->add_push_constant_block(name_buffer_copystr(
+ &interface->name_buffer_, "PushConstantBlock", name_buffer_size, name_buffer_offset));
+
+ for (int uniform = 0; uniform < this->uniforms.size(); uniform++) {
+ interface->add_uniform(
+ name_buffer_copystr(&interface->name_buffer_,
+ this->uniforms[uniform].name.c_str(),
+ name_buffer_size,
+ name_buffer_offset),
+ to_mtl_type(this->uniforms[uniform].type),
+ (this->uniforms[uniform].is_array) ? this->uniforms[uniform].array_elems : 1);
+ }
+
+ /* Prepare Interface Uniform Blocks. */
+ for (int uniform_block = 0; uniform_block < this->uniform_blocks.size(); uniform_block++) {
+ interface->add_uniform_block(
+ name_buffer_copystr(&interface->name_buffer_,
+ this->uniform_blocks[uniform_block].name.c_str(),
+ name_buffer_size,
+ name_buffer_offset),
+ uniform_block,
+ 0,
+ this->uniform_blocks[uniform_block].stage);
+ }
+
+ /* Texture/sampler bindings to interface. */
+ for (const MSLTextureSampler &texture_sampler : this->texture_samplers) {
+ interface->add_texture(name_buffer_copystr(&interface->name_buffer_,
+ texture_sampler.name.c_str(),
+ name_buffer_size,
+ name_buffer_offset),
+ texture_sampler.location,
+ texture_sampler.get_texture_binding_type(),
+ texture_sampler.stage);
+ }
+
+ /* Sampler Parameters. */
+ interface->set_sampler_properties(
+ this->use_argument_buffer_for_samplers(),
+ this->get_sampler_argument_buffer_bind_index(ShaderStage::VERTEX),
+ this->get_sampler_argument_buffer_bind_index(ShaderStage::FRAGMENT));
+
+ /* Map Metal bindings to standardized ShaderInput struct name/binding index. */
+ interface->prepare_common_shader_inputs();
+
+ /* Resize name buffer to save some memory. */
+ if (name_buffer_offset < name_buffer_size) {
+ interface->name_buffer_ = (char *)MEM_reallocN(interface->name_buffer_, name_buffer_offset);
+ }
+
+ return interface;
+}
+
+std::string MSLTextureSampler::get_msl_texture_type_str() const
+{
+ /* Add Types as needed. */
+ switch (this->type) {
+ case ImageType::FLOAT_1D: {
+ return "texture1d";
+ }
+ case ImageType::FLOAT_2D: {
+ return "texture2d";
+ }
+ case ImageType::FLOAT_3D: {
+ return "texture3d";
+ }
+ case ImageType::FLOAT_CUBE: {
+ return "texturecube";
+ }
+ case ImageType::FLOAT_1D_ARRAY: {
+ return "texture1d_array";
+ }
+ case ImageType::FLOAT_2D_ARRAY: {
+ return "texture2d_array";
+ }
+ case ImageType::FLOAT_CUBE_ARRAY: {
+ return "texturecube_array";
+ }
+ case ImageType::FLOAT_BUFFER: {
+ return "texture_buffer";
+ }
+ case ImageType::DEPTH_2D: {
+ return "depth2d";
+ }
+ case ImageType::SHADOW_2D: {
+ return "depth2d";
+ }
+ case ImageType::DEPTH_2D_ARRAY: {
+ return "depth2d_array";
+ }
+ case ImageType::SHADOW_2D_ARRAY: {
+ return "depth2d_array";
+ }
+ case ImageType::DEPTH_CUBE: {
+ return "depthcube";
+ }
+ case ImageType::SHADOW_CUBE: {
+ return "depthcube";
+ }
+ case ImageType::DEPTH_CUBE_ARRAY: {
+ return "depthcube_array";
+ }
+ case ImageType::SHADOW_CUBE_ARRAY: {
+ return "depthcube_array";
+ }
+ case ImageType::INT_1D: {
+ return "texture1d";
+ }
+ case ImageType::INT_2D: {
+ return "texture2d";
+ }
+ case ImageType::INT_3D: {
+ return "texture3d";
+ }
+ case ImageType::INT_CUBE: {
+ return "texturecube";
+ }
+ case ImageType::INT_1D_ARRAY: {
+ return "texture1d_array";
+ }
+ case ImageType::INT_2D_ARRAY: {
+ return "texture2d_array";
+ }
+ case ImageType::INT_CUBE_ARRAY: {
+ return "texturecube_array";
+ }
+ case ImageType::INT_BUFFER: {
+ return "texture_buffer";
+ }
+ case ImageType::UINT_1D: {
+ return "texture1d";
+ }
+ case ImageType::UINT_2D: {
+ return "texture2d";
+ }
+ case ImageType::UINT_3D: {
+ return "texture3d";
+ }
+ case ImageType::UINT_CUBE: {
+ return "texturecube";
+ }
+ case ImageType::UINT_1D_ARRAY: {
+ return "texture1d_array";
+ }
+ case ImageType::UINT_2D_ARRAY: {
+ return "texture2d_array";
+ }
+ case ImageType::UINT_CUBE_ARRAY: {
+ return "texturecube_array";
+ }
+ case ImageType::UINT_BUFFER: {
+ return "texture_buffer";
+ }
+ default: {
+ /* Unrecognized type. */
+ BLI_assert_unreachable();
+ return "ERROR";
+ }
+ };
+}
+
+std::string MSLTextureSampler::get_msl_wrapper_type_str() const
+{
+ /* Add Types as needed. */
+ switch (this->type) {
+ case ImageType::FLOAT_1D: {
+ return "_mtl_combined_image_sampler_1d";
+ }
+ case ImageType::FLOAT_2D: {
+ return "_mtl_combined_image_sampler_2d";
+ }
+ case ImageType::FLOAT_3D: {
+ return "_mtl_combined_image_sampler_3d";
+ }
+ case ImageType::FLOAT_CUBE: {
+ return "_mtl_combined_image_sampler_cube";
+ }
+ case ImageType::FLOAT_1D_ARRAY: {
+ return "_mtl_combined_image_sampler_1d_array";
+ }
+ case ImageType::FLOAT_2D_ARRAY: {
+ return "_mtl_combined_image_sampler_2d_array";
+ }
+ case ImageType::FLOAT_CUBE_ARRAY: {
+ return "_mtl_combined_image_sampler_cube_array";
+ }
+ case ImageType::FLOAT_BUFFER: {
+ return "_mtl_combined_image_sampler_buffer";
+ }
+ case ImageType::DEPTH_2D: {
+ return "_mtl_combined_image_sampler_depth_2d";
+ }
+ case ImageType::SHADOW_2D: {
+ return "_mtl_combined_image_sampler_depth_2d";
+ }
+ case ImageType::DEPTH_2D_ARRAY: {
+ return "_mtl_combined_image_sampler_depth_2d_array";
+ }
+ case ImageType::SHADOW_2D_ARRAY: {
+ return "_mtl_combined_image_sampler_depth_2d_array";
+ }
+ case ImageType::DEPTH_CUBE: {
+ return "_mtl_combined_image_sampler_depth_cube";
+ }
+ case ImageType::SHADOW_CUBE: {
+ return "_mtl_combined_image_sampler_depth_cube";
+ }
+ case ImageType::DEPTH_CUBE_ARRAY: {
+ return "_mtl_combined_image_sampler_depth_cube_array";
+ }
+ case ImageType::SHADOW_CUBE_ARRAY: {
+ return "_mtl_combined_image_sampler_depth_cube_array";
+ }
+ case ImageType::INT_1D: {
+ return "_mtl_combined_image_sampler_1d";
+ }
+ case ImageType::INT_2D: {
+ return "_mtl_combined_image_sampler_2d";
+ }
+ case ImageType::INT_3D: {
+ return "_mtl_combined_image_sampler_3d";
+ }
+ case ImageType::INT_CUBE: {
+ return "_mtl_combined_image_sampler_cube";
+ }
+ case ImageType::INT_1D_ARRAY: {
+ return "_mtl_combined_image_sampler_1d_array";
+ }
+ case ImageType::INT_2D_ARRAY: {
+ return "_mtl_combined_image_sampler_2d_array";
+ }
+ case ImageType::INT_CUBE_ARRAY: {
+ return "_mtl_combined_image_sampler_cube_array";
+ }
+ case ImageType::INT_BUFFER: {
+ return "_mtl_combined_image_sampler_buffer";
+ }
+ case ImageType::UINT_1D: {
+ return "_mtl_combined_image_sampler_1d";
+ }
+ case ImageType::UINT_2D: {
+ return "_mtl_combined_image_sampler_2d";
+ }
+ case ImageType::UINT_3D: {
+ return "_mtl_combined_image_sampler_3d";
+ }
+ case ImageType::UINT_CUBE: {
+ return "_mtl_combined_image_sampler_cube";
+ }
+ case ImageType::UINT_1D_ARRAY: {
+ return "_mtl_combined_image_sampler_1d_array";
+ }
+ case ImageType::UINT_2D_ARRAY: {
+ return "_mtl_combined_image_sampler_2d_array";
+ }
+ case ImageType::UINT_CUBE_ARRAY: {
+ return "_mtl_combined_image_sampler_cube_array";
+ }
+ case ImageType::UINT_BUFFER: {
+ return "_mtl_combined_image_sampler_buffer";
+ }
+ default: {
+ /* Unrecognized type. */
+ BLI_assert_unreachable();
+ return "ERROR";
+ }
+ };
+}
+
+std::string MSLTextureSampler::get_msl_return_type_str() const
+{
+ /* Add Types as needed */
+ switch (this->type) {
+ /* Floating point return. */
+ case ImageType::FLOAT_1D:
+ case ImageType::FLOAT_2D:
+ case ImageType::FLOAT_3D:
+ case ImageType::FLOAT_CUBE:
+ case ImageType::FLOAT_1D_ARRAY:
+ case ImageType::FLOAT_2D_ARRAY:
+ case ImageType::FLOAT_CUBE_ARRAY:
+ case ImageType::FLOAT_BUFFER:
+ case ImageType::DEPTH_2D:
+ case ImageType::SHADOW_2D:
+ case ImageType::DEPTH_2D_ARRAY:
+ case ImageType::SHADOW_2D_ARRAY:
+ case ImageType::DEPTH_CUBE:
+ case ImageType::SHADOW_CUBE:
+ case ImageType::DEPTH_CUBE_ARRAY:
+ case ImageType::SHADOW_CUBE_ARRAY: {
+ return "float";
+ }
+ /* Integer return. */
+ case ImageType::INT_1D:
+ case ImageType::INT_2D:
+ case ImageType::INT_3D:
+ case ImageType::INT_CUBE:
+ case ImageType::INT_1D_ARRAY:
+ case ImageType::INT_2D_ARRAY:
+ case ImageType::INT_CUBE_ARRAY:
+ case ImageType::INT_BUFFER: {
+ return "int";
+ }
+
+ /* Unsigned Integer return. */
+ case ImageType::UINT_1D:
+ case ImageType::UINT_2D:
+ case ImageType::UINT_3D:
+ case ImageType::UINT_CUBE:
+ case ImageType::UINT_1D_ARRAY:
+ case ImageType::UINT_2D_ARRAY:
+ case ImageType::UINT_CUBE_ARRAY:
+ case ImageType::UINT_BUFFER: {
+ return "uint32_t";
+ }
+
+ default: {
+ /* Unrecognized type. */
+ BLI_assert_unreachable();
+ return "ERROR";
+ }
+ };
+}
+
+eGPUTextureType MSLTextureSampler::get_texture_binding_type() const
+{
+ /* Add Types as needed */
+ switch (this->type) {
+ case ImageType::FLOAT_1D: {
+ return GPU_TEXTURE_1D;
+ }
+ case ImageType::FLOAT_2D: {
+ return GPU_TEXTURE_2D;
+ }
+ case ImageType::FLOAT_3D: {
+ return GPU_TEXTURE_3D;
+ }
+ case ImageType::FLOAT_CUBE: {
+ return GPU_TEXTURE_CUBE;
+ }
+ case ImageType::FLOAT_1D_ARRAY: {
+ return GPU_TEXTURE_1D_ARRAY;
+ }
+ case ImageType::FLOAT_2D_ARRAY: {
+ return GPU_TEXTURE_2D_ARRAY;
+ }
+ case ImageType::FLOAT_CUBE_ARRAY: {
+ return GPU_TEXTURE_CUBE_ARRAY;
+ }
+ case ImageType::FLOAT_BUFFER: {
+ return GPU_TEXTURE_BUFFER;
+ }
+ case ImageType::DEPTH_2D: {
+ return GPU_TEXTURE_2D;
+ }
+ case ImageType::SHADOW_2D: {
+ return GPU_TEXTURE_2D;
+ }
+ case ImageType::DEPTH_2D_ARRAY: {
+ return GPU_TEXTURE_2D_ARRAY;
+ }
+ case ImageType::SHADOW_2D_ARRAY: {
+ return GPU_TEXTURE_2D_ARRAY;
+ }
+ case ImageType::DEPTH_CUBE: {
+ return GPU_TEXTURE_CUBE;
+ }
+ case ImageType::SHADOW_CUBE: {
+ return GPU_TEXTURE_CUBE;
+ }
+ case ImageType::DEPTH_CUBE_ARRAY: {
+ return GPU_TEXTURE_CUBE_ARRAY;
+ }
+ case ImageType::SHADOW_CUBE_ARRAY: {
+ return GPU_TEXTURE_CUBE_ARRAY;
+ }
+ case ImageType::INT_1D: {
+ return GPU_TEXTURE_1D;
+ }
+ case ImageType::INT_2D: {
+ return GPU_TEXTURE_2D;
+ }
+ case ImageType::INT_3D: {
+ return GPU_TEXTURE_3D;
+ }
+ case ImageType::INT_CUBE: {
+ return GPU_TEXTURE_CUBE;
+ }
+ case ImageType::INT_1D_ARRAY: {
+ return GPU_TEXTURE_1D_ARRAY;
+ }
+ case ImageType::INT_2D_ARRAY: {
+ return GPU_TEXTURE_2D_ARRAY;
+ }
+ case ImageType::INT_CUBE_ARRAY: {
+ return GPU_TEXTURE_CUBE_ARRAY;
+ }
+ case ImageType::INT_BUFFER: {
+ return GPU_TEXTURE_BUFFER;
+ }
+ case ImageType::UINT_1D: {
+ return GPU_TEXTURE_1D;
+ }
+ case ImageType::UINT_2D: {
+ return GPU_TEXTURE_2D;
+ }
+ case ImageType::UINT_3D: {
+ return GPU_TEXTURE_3D;
+ }
+ case ImageType::UINT_CUBE: {
+ return GPU_TEXTURE_CUBE;
+ }
+ case ImageType::UINT_1D_ARRAY: {
+ return GPU_TEXTURE_1D_ARRAY;
+ }
+ case ImageType::UINT_2D_ARRAY: {
+ return GPU_TEXTURE_2D_ARRAY;
+ }
+ case ImageType::UINT_CUBE_ARRAY: {
+ return GPU_TEXTURE_CUBE_ARRAY;
+ }
+ case ImageType::UINT_BUFFER: {
+ return GPU_TEXTURE_BUFFER;
+ }
+ default: {
+ BLI_assert_unreachable();
+ return GPU_TEXTURE_2D;
+ }
+ };
+}
+
+/** \} */
+
+} // namespace blender::gpu