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Diffstat (limited to 'source/blender/gpu/metal/mtl_state.mm')
-rw-r--r--source/blender/gpu/metal/mtl_state.mm675
1 files changed, 675 insertions, 0 deletions
diff --git a/source/blender/gpu/metal/mtl_state.mm b/source/blender/gpu/metal/mtl_state.mm
new file mode 100644
index 00000000000..5f52bc55f72
--- /dev/null
+++ b/source/blender/gpu/metal/mtl_state.mm
@@ -0,0 +1,675 @@
+/** \file
+ * \ingroup gpu
+ */
+
+#include "BLI_math_base.h"
+#include "BLI_math_bits.h"
+
+#include "GPU_framebuffer.h"
+
+#include "mtl_context.hh"
+#include "mtl_state.hh"
+
+namespace blender::gpu {
+
+/* -------------------------------------------------------------------- */
+/** \name MTLStateManager
+ * \{ */
+
+void MTLStateManager::mtl_state_init(void)
+{
+ BLI_assert(this->context_);
+ this->context_->pipeline_state_init();
+}
+
+MTLStateManager::MTLStateManager(MTLContext *ctx) : StateManager()
+{
+ /* Initialize State. */
+ this->context_ = ctx;
+ mtl_state_init();
+
+ /* Force update using default state. */
+ current_ = ~state;
+ current_mutable_ = ~mutable_state;
+ set_state(state);
+ set_mutable_state(mutable_state);
+}
+
+void MTLStateManager::apply_state(void)
+{
+ this->set_state(this->state);
+ this->set_mutable_state(this->mutable_state);
+ /* TODO(Metal): Enable after integration of MTLFrameBuffer. */
+ /* static_cast<MTLFrameBuffer *>(this->context_->active_fb)->apply_state(); */
+};
+
+void MTLStateManager::force_state(void)
+{
+ /* Little exception for clip distances since they need to keep the old count correct. */
+ uint32_t clip_distances = current_.clip_distances;
+ current_ = ~this->state;
+ current_.clip_distances = clip_distances;
+ current_mutable_ = ~this->mutable_state;
+ this->set_state(this->state);
+ this->set_mutable_state(this->mutable_state);
+};
+
+void MTLStateManager::set_state(const GPUState &state)
+{
+ GPUState changed = state ^ current_;
+
+ if (changed.blend != 0) {
+ set_blend((eGPUBlend)state.blend);
+ }
+ if (changed.write_mask != 0) {
+ set_write_mask((eGPUWriteMask)state.write_mask);
+ }
+ if (changed.depth_test != 0) {
+ set_depth_test((eGPUDepthTest)state.depth_test);
+ }
+ if (changed.stencil_test != 0 || changed.stencil_op != 0) {
+ set_stencil_test((eGPUStencilTest)state.stencil_test, (eGPUStencilOp)state.stencil_op);
+ set_stencil_mask((eGPUStencilTest)state.stencil_test, mutable_state);
+ }
+ if (changed.clip_distances != 0) {
+ set_clip_distances(state.clip_distances, current_.clip_distances);
+ }
+ if (changed.culling_test != 0) {
+ set_backface_culling((eGPUFaceCullTest)state.culling_test);
+ }
+ if (changed.logic_op_xor != 0) {
+ set_logic_op(state.logic_op_xor);
+ }
+ if (changed.invert_facing != 0) {
+ set_facing(state.invert_facing);
+ }
+ if (changed.provoking_vert != 0) {
+ set_provoking_vert((eGPUProvokingVertex)state.provoking_vert);
+ }
+ if (changed.shadow_bias != 0) {
+ set_shadow_bias(state.shadow_bias);
+ }
+
+ /* TODO remove (Following GLState). */
+ if (changed.polygon_smooth) {
+ /* NOTE: Unsupported in Metal. */
+ }
+ if (changed.line_smooth) {
+ /* NOTE: Unsupported in Metal. */
+ }
+
+ current_ = state;
+}
+
+void MTLStateManager::mtl_depth_range(float near, float far)
+{
+ BLI_assert(this->context_);
+ BLI_assert(near >= 0.0 && near < 1.0);
+ BLI_assert(far > 0.0 && far <= 1.0);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ MTLContextDepthStencilState &ds_state = pipeline_state.depth_stencil_state;
+
+ ds_state.depth_range_near = near;
+ ds_state.depth_range_far = far;
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_VIEWPORT_FLAG;
+}
+
+void MTLStateManager::set_mutable_state(const GPUStateMutable &state)
+{
+ GPUStateMutable changed = state ^ current_mutable_;
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+
+ if (float_as_uint(changed.point_size) != 0) {
+ pipeline_state.point_size = state.point_size;
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_PSO_FLAG;
+ }
+
+ if (changed.line_width != 0) {
+ pipeline_state.line_width = state.line_width;
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_PSO_FLAG;
+ }
+
+ if (changed.depth_range[0] != 0 || changed.depth_range[1] != 0) {
+ /* TODO remove, should modify the projection matrix instead. */
+ mtl_depth_range(state.depth_range[0], state.depth_range[1]);
+ }
+
+ if (changed.stencil_compare_mask != 0 || changed.stencil_reference != 0 ||
+ changed.stencil_write_mask != 0) {
+ set_stencil_mask((eGPUStencilTest)current_.stencil_test, state);
+ }
+
+ current_mutable_ = state;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name State setting functions
+ * \{ */
+
+void MTLStateManager::set_write_mask(const eGPUWriteMask value)
+{
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ pipeline_state.depth_stencil_state.depth_write_enable = ((value & GPU_WRITE_DEPTH) != 0);
+ pipeline_state.color_write_mask =
+ (((value & GPU_WRITE_RED) != 0) ? MTLColorWriteMaskRed : MTLColorWriteMaskNone) |
+ (((value & GPU_WRITE_GREEN) != 0) ? MTLColorWriteMaskGreen : MTLColorWriteMaskNone) |
+ (((value & GPU_WRITE_BLUE) != 0) ? MTLColorWriteMaskBlue : MTLColorWriteMaskNone) |
+ (((value & GPU_WRITE_ALPHA) != 0) ? MTLColorWriteMaskAlpha : MTLColorWriteMaskNone);
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_PSO_FLAG;
+}
+
+static MTLCompareFunction gpu_depth_function_to_metal(eGPUDepthTest depth_func)
+{
+ switch (depth_func) {
+ case GPU_DEPTH_NONE:
+ return MTLCompareFunctionNever;
+ case GPU_DEPTH_LESS:
+ return MTLCompareFunctionLess;
+ case GPU_DEPTH_EQUAL:
+ return MTLCompareFunctionEqual;
+ case GPU_DEPTH_LESS_EQUAL:
+ return MTLCompareFunctionLessEqual;
+ case GPU_DEPTH_GREATER:
+ return MTLCompareFunctionGreater;
+ case GPU_DEPTH_GREATER_EQUAL:
+ return MTLCompareFunctionGreaterEqual;
+ case GPU_DEPTH_ALWAYS:
+ return MTLCompareFunctionAlways;
+ default:
+ BLI_assert(false && "Invalid eGPUDepthTest");
+ break;
+ }
+ return MTLCompareFunctionAlways;
+}
+
+static MTLCompareFunction gpu_stencil_func_to_metal(eGPUStencilTest stencil_func)
+{
+ switch (stencil_func) {
+ case GPU_STENCIL_NONE:
+ return MTLCompareFunctionAlways;
+ case GPU_STENCIL_EQUAL:
+ return MTLCompareFunctionEqual;
+ case GPU_STENCIL_NEQUAL:
+ return MTLCompareFunctionNotEqual;
+ case GPU_STENCIL_ALWAYS:
+ return MTLCompareFunctionAlways;
+ default:
+ BLI_assert(false && "Unrecognised eGPUStencilTest function");
+ break;
+ }
+ return MTLCompareFunctionAlways;
+}
+
+void MTLStateManager::set_depth_test(const eGPUDepthTest value)
+{
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ MTLContextDepthStencilState &ds_state = pipeline_state.depth_stencil_state;
+
+ ds_state.depth_test_enabled = (value != GPU_DEPTH_NONE);
+ ds_state.depth_function = gpu_depth_function_to_metal(value);
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+}
+
+void MTLStateManager::mtl_stencil_mask(unsigned int mask)
+{
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ pipeline_state.depth_stencil_state.stencil_write_mask = mask;
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+}
+
+void MTLStateManager::mtl_stencil_set_func(eGPUStencilTest stencil_func,
+ int ref,
+ unsigned int mask)
+{
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ MTLContextDepthStencilState &ds_state = pipeline_state.depth_stencil_state;
+
+ ds_state.stencil_func = gpu_stencil_func_to_metal(stencil_func);
+ ds_state.stencil_ref = ref;
+ ds_state.stencil_read_mask = mask;
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+}
+
+static void mtl_stencil_set_op_separate(MTLContext *context,
+ eGPUFaceCullTest face,
+ MTLStencilOperation stencil_fail,
+ MTLStencilOperation depth_test_fail,
+ MTLStencilOperation depthstencil_pass)
+{
+ BLI_assert(context);
+ MTLContextGlobalShaderPipelineState &pipeline_state = context->pipeline_state;
+ MTLContextDepthStencilState &ds_state = pipeline_state.depth_stencil_state;
+
+ if (face == GPU_CULL_FRONT) {
+ ds_state.stencil_op_front_stencil_fail = stencil_fail;
+ ds_state.stencil_op_front_depth_fail = depth_test_fail;
+ ds_state.stencil_op_front_depthstencil_pass = depthstencil_pass;
+ }
+ else if (face == GPU_CULL_BACK) {
+ ds_state.stencil_op_back_stencil_fail = stencil_fail;
+ ds_state.stencil_op_back_depth_fail = depth_test_fail;
+ ds_state.stencil_op_back_depthstencil_pass = depthstencil_pass;
+ }
+
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+}
+
+static void mtl_stencil_set_op(MTLContext *context,
+ MTLStencilOperation stencil_fail,
+ MTLStencilOperation depth_test_fail,
+ MTLStencilOperation depthstencil_pass)
+{
+ mtl_stencil_set_op_separate(
+ context, GPU_CULL_FRONT, stencil_fail, depth_test_fail, depthstencil_pass);
+ mtl_stencil_set_op_separate(
+ context, GPU_CULL_BACK, stencil_fail, depth_test_fail, depthstencil_pass);
+}
+
+void MTLStateManager::set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation)
+{
+ switch (operation) {
+ case GPU_STENCIL_OP_REPLACE:
+ mtl_stencil_set_op(this->context_,
+ MTLStencilOperationKeep,
+ MTLStencilOperationKeep,
+ MTLStencilOperationReplace);
+ break;
+ case GPU_STENCIL_OP_COUNT_DEPTH_PASS:
+ /* Winding inversed due to flipped Y coordinate system in Metal. */
+ mtl_stencil_set_op_separate(this->context_,
+ GPU_CULL_FRONT,
+ MTLStencilOperationKeep,
+ MTLStencilOperationKeep,
+ MTLStencilOperationIncrementWrap);
+ mtl_stencil_set_op_separate(this->context_,
+ GPU_CULL_BACK,
+ MTLStencilOperationKeep,
+ MTLStencilOperationKeep,
+ MTLStencilOperationDecrementWrap);
+ break;
+ case GPU_STENCIL_OP_COUNT_DEPTH_FAIL:
+ /* Winding inversed due to flipped Y coordinate system in Metal. */
+ mtl_stencil_set_op_separate(this->context_,
+ GPU_CULL_FRONT,
+ MTLStencilOperationKeep,
+ MTLStencilOperationDecrementWrap,
+ MTLStencilOperationKeep);
+ mtl_stencil_set_op_separate(this->context_,
+ GPU_CULL_BACK,
+ MTLStencilOperationKeep,
+ MTLStencilOperationIncrementWrap,
+ MTLStencilOperationKeep);
+ break;
+ case GPU_STENCIL_OP_NONE:
+ default:
+ mtl_stencil_set_op(this->context_,
+ MTLStencilOperationKeep,
+ MTLStencilOperationKeep,
+ MTLStencilOperationKeep);
+ }
+
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ pipeline_state.depth_stencil_state.stencil_test_enabled = (test != GPU_STENCIL_NONE);
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+}
+
+void MTLStateManager::set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state)
+{
+ if (test == GPU_STENCIL_NONE) {
+ mtl_stencil_mask(0x00);
+ mtl_stencil_set_func(GPU_STENCIL_ALWAYS, 0x00, 0x00);
+ }
+ else {
+ mtl_stencil_mask(state.stencil_write_mask);
+ mtl_stencil_set_func(test, state.stencil_reference, state.stencil_compare_mask);
+ }
+}
+
+void MTLStateManager::set_clip_distances(const int new_dist_len, const int old_dist_len)
+{
+ /* TODO(Metal): Support Clip distances in METAL. Clip distance
+ * assignment via shader is supported, but global clip-states require
+ * support. */
+}
+
+void MTLStateManager::set_logic_op(const bool enable)
+{
+ /* NOTE(Metal): Logic Operations not directly supported. */
+}
+
+void MTLStateManager::set_facing(const bool invert)
+{
+ /* Check Current Context. */
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+
+ /* Apply State -- opposite of GL, as METAL default is GPU_CLOCKWISE, GL default is
+ * COUNTERCLOCKWISE. This needs to be the inverse of the default. */
+ pipeline_state.front_face = (invert) ? GPU_COUNTERCLOCKWISE : GPU_CLOCKWISE;
+
+ /* Mark Dirty - Ensure context updates state between draws. */
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_FRONT_FACING_FLAG;
+ pipeline_state.dirty = true;
+}
+
+void MTLStateManager::set_backface_culling(const eGPUFaceCullTest test)
+{
+ /* Check Current Context. */
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+
+ /* Apply State. */
+ pipeline_state.culling_enabled = (test != GPU_CULL_NONE);
+ pipeline_state.cull_mode = test;
+
+ /* Mark Dirty - Ensure context updates state between draws. */
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_CULLMODE_FLAG;
+ pipeline_state.dirty = true;
+}
+
+void MTLStateManager::set_provoking_vert(const eGPUProvokingVertex vert)
+{
+ /* NOTE(Metal): Provoking vertex is not a feature in the Metal API.
+ * Shaders are handled on a case-by-case basis using a modified vertex shader.
+ * For example, wireframe rendering and edit-mesh shaders utilize an SSBO-based
+ * vertex fetching mechanism which considers the inverse convention for flat
+ * shading, to ensure consistent results with OpenGL. */
+}
+
+void MTLStateManager::set_shadow_bias(const bool enable)
+{
+ /* Check Current Context. */
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+ MTLContextDepthStencilState &ds_state = pipeline_state.depth_stencil_state;
+
+ /* Apply State. */
+ if (enable) {
+ ds_state.depth_bias_enabled_for_lines = true;
+ ds_state.depth_bias_enabled_for_tris = true;
+ ds_state.depth_bias = 2.0f;
+ ds_state.depth_slope_scale = 1.0f;
+ }
+ else {
+ ds_state.depth_bias_enabled_for_lines = false;
+ ds_state.depth_bias_enabled_for_tris = false;
+ ds_state.depth_bias = 0.0f;
+ ds_state.depth_slope_scale = 0.0f;
+ }
+
+ /* Mark Dirty - Ensure context updates depth-stencil state between draws. */
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG;
+ pipeline_state.dirty = true;
+}
+
+void MTLStateManager::set_blend(const eGPUBlend value)
+{
+ /**
+ * Factors to the equation.
+ * SRC is fragment shader output.
+ * DST is framebuffer color.
+ * final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
+ * final.a = SRC.a * src_alpha + DST.a * dst_alpha;
+ **/
+ MTLBlendFactor src_rgb;
+ MTLBlendFactor dst_rgb;
+ MTLBlendFactor src_alpha;
+ MTLBlendFactor dst_alpha;
+ switch (value) {
+ default:
+ case GPU_BLEND_ALPHA: {
+ src_rgb = MTLBlendFactorSourceAlpha;
+ dst_rgb = MTLBlendFactorOneMinusSourceAlpha;
+ src_alpha = MTLBlendFactorOne;
+ dst_alpha = MTLBlendFactorOneMinusSourceAlpha;
+ break;
+ }
+ case GPU_BLEND_ALPHA_PREMULT: {
+ src_rgb = MTLBlendFactorOne;
+ dst_rgb = MTLBlendFactorOneMinusSourceAlpha;
+ src_alpha = MTLBlendFactorOne;
+ dst_alpha = MTLBlendFactorOneMinusSourceAlpha;
+ break;
+ }
+ case GPU_BLEND_ADDITIVE: {
+ /* Do not let alpha accumulate but pre-multiply the source RGB by it. */
+ src_rgb = MTLBlendFactorSourceAlpha;
+ dst_rgb = MTLBlendFactorOne;
+ src_alpha = MTLBlendFactorZero;
+ dst_alpha = MTLBlendFactorOne;
+ break;
+ }
+ case GPU_BLEND_SUBTRACT:
+ case GPU_BLEND_ADDITIVE_PREMULT: {
+ /* Let alpha accumulate. */
+ src_rgb = MTLBlendFactorOne;
+ dst_rgb = MTLBlendFactorOne;
+ src_alpha = MTLBlendFactorOne;
+ dst_alpha = MTLBlendFactorOne;
+ break;
+ }
+ case GPU_BLEND_MULTIPLY: {
+ src_rgb = MTLBlendFactorDestinationColor;
+ dst_rgb = MTLBlendFactorZero;
+ src_alpha = MTLBlendFactorDestinationAlpha;
+ dst_alpha = MTLBlendFactorZero;
+ break;
+ }
+ case GPU_BLEND_INVERT: {
+ src_rgb = MTLBlendFactorOneMinusDestinationColor;
+ dst_rgb = MTLBlendFactorZero;
+ src_alpha = MTLBlendFactorZero;
+ dst_alpha = MTLBlendFactorOne;
+ break;
+ }
+ case GPU_BLEND_OIT: {
+ src_rgb = MTLBlendFactorOne;
+ dst_rgb = MTLBlendFactorOne;
+ src_alpha = MTLBlendFactorZero;
+ dst_alpha = MTLBlendFactorOneMinusSourceAlpha;
+ break;
+ }
+ case GPU_BLEND_BACKGROUND: {
+ src_rgb = MTLBlendFactorOneMinusDestinationAlpha;
+ dst_rgb = MTLBlendFactorSourceAlpha;
+ src_alpha = MTLBlendFactorZero;
+ dst_alpha = MTLBlendFactorSourceAlpha;
+ break;
+ }
+ case GPU_BLEND_ALPHA_UNDER_PREMUL: {
+ src_rgb = MTLBlendFactorOneMinusDestinationAlpha;
+ dst_rgb = MTLBlendFactorOne;
+ src_alpha = MTLBlendFactorOneMinusDestinationAlpha;
+ dst_alpha = MTLBlendFactorOne;
+ break;
+ }
+ case GPU_BLEND_CUSTOM: {
+ src_rgb = MTLBlendFactorOne;
+ dst_rgb = MTLBlendFactorSource1Color;
+ src_alpha = MTLBlendFactorOne;
+ dst_alpha = MTLBlendFactorSource1Alpha;
+ break;
+ }
+ }
+
+ /* Check Current Context. */
+ BLI_assert(this->context_);
+ MTLContextGlobalShaderPipelineState &pipeline_state = this->context_->pipeline_state;
+
+ if (value == GPU_BLEND_SUBTRACT) {
+ pipeline_state.rgb_blend_op = MTLBlendOperationReverseSubtract;
+ pipeline_state.alpha_blend_op = MTLBlendOperationReverseSubtract;
+ }
+ else {
+ pipeline_state.rgb_blend_op = MTLBlendOperationAdd;
+ pipeline_state.alpha_blend_op = MTLBlendOperationAdd;
+ }
+
+ /* Apply State. */
+ pipeline_state.blending_enabled = (value != GPU_BLEND_NONE);
+ pipeline_state.src_rgb_blend_factor = src_rgb;
+ pipeline_state.dest_rgb_blend_factor = dst_rgb;
+ pipeline_state.src_alpha_blend_factor = src_alpha;
+ pipeline_state.dest_alpha_blend_factor = dst_alpha;
+
+ /* Mark Dirty - Ensure context updates PSOs between draws. */
+ pipeline_state.dirty_flags |= MTL_PIPELINE_STATE_PSO_FLAG;
+ pipeline_state.dirty = true;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Memory barrier
+ * \{ */
+
+/* NOTE(Metal): Granular option for specifying before/after stages for a barrier
+ * Would be a useful feature. */
+/*void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits,
+ eGPUStageBarrierBits before_stages,
+ eGPUStageBarrierBits after_stages) */
+void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits)
+{
+ /* NOTE(Metal): The Metal API implicitly tracks dependencies between resources.
+ * Memory barriers and execution barriers (Fences/Events) can be used to coordinate
+ * this explicitly, however, in most cases, the driver will be able to
+ * resolve these dependencies automatically.
+ * For untracked resources, such as MTLHeap's, explicit barriers are necessary. */
+ eGPUStageBarrierBits before_stages = GPU_BARRIER_STAGE_ANY;
+ eGPUStageBarrierBits after_stages = GPU_BARRIER_STAGE_ANY;
+
+ MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get());
+ BLI_assert(ctx);
+ if (ctx->is_render_pass_active()) {
+
+ /* Apple Silicon does not support memory barriers.
+ * We do not currently need these due to implicit API guarantees.
+ * NOTE(Metal): MTLFence/MTLEvent may be required to synchronize work if
+ * untracked resources are ever used. */
+ if ([ctx->device hasUnifiedMemory]) {
+ return;
+ }
+
+ /* Issue barrier. */
+ /* TODO(Metal): To be completed pending implementation of RenderCommandEncoder management. */
+ id<MTLRenderCommandEncoder> rec = nil; // ctx->get_active_render_command_encoder();
+ BLI_assert(rec);
+
+ /* Only supporting Metal on 10.15 onward anyway - Check required for warnings. */
+ if (@available(macOS 10.14, *)) {
+ MTLBarrierScope scope = 0;
+ if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS ||
+ barrier_bits & GPU_BARRIER_TEXTURE_FETCH) {
+ scope = scope | MTLBarrierScopeTextures | MTLBarrierScopeRenderTargets;
+ }
+ if (barrier_bits & GPU_BARRIER_SHADER_STORAGE ||
+ barrier_bits & GPU_BARRIER_VERTEX_ATTRIB_ARRAY ||
+ barrier_bits & GPU_BARRIER_ELEMENT_ARRAY) {
+ scope = scope | MTLBarrierScopeBuffers;
+ }
+
+ MTLRenderStages before_stage_flags = 0;
+ MTLRenderStages after_stage_flags = 0;
+ if (before_stages & GPU_BARRIER_STAGE_VERTEX &&
+ !(before_stages & GPU_BARRIER_STAGE_FRAGMENT)) {
+ before_stage_flags = before_stage_flags | MTLRenderStageVertex;
+ }
+ if (before_stages & GPU_BARRIER_STAGE_FRAGMENT) {
+ before_stage_flags = before_stage_flags | MTLRenderStageFragment;
+ }
+ if (after_stages & GPU_BARRIER_STAGE_VERTEX) {
+ after_stage_flags = after_stage_flags | MTLRenderStageVertex;
+ }
+ if (after_stages & GPU_BARRIER_STAGE_FRAGMENT) {
+ after_stage_flags = MTLRenderStageFragment;
+ }
+
+ if (scope != 0) {
+ [rec memoryBarrierWithScope:scope
+ afterStages:after_stage_flags
+ beforeStages:before_stage_flags];
+ }
+ }
+ }
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Texture State Management
+ * \{ */
+
+void MTLStateManager::texture_unpack_row_length_set(uint len)
+{
+ /* Set source image row data stride when uploading image data to the GPU. */
+ MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
+ ctx->pipeline_state.unpack_row_length = len;
+}
+
+void MTLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
+{
+ BLI_assert(tex_);
+ gpu::MTLTexture *mtl_tex = static_cast<gpu::MTLTexture *>(tex_);
+ BLI_assert(mtl_tex);
+
+ MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
+ if (unit >= 0) {
+ ctx->texture_bind(mtl_tex, unit);
+
+ /* Fetching textures default sampler configuration and applying
+ * eGPUSampler State on top. This path exists to support
+ * Any of the sampler state which is associated with the
+ * texture itself such as min/max mip levels. */
+ MTLSamplerState sampler = mtl_tex->get_sampler_state();
+ sampler.state = sampler_type;
+
+ ctx->sampler_bind(sampler, unit);
+ }
+}
+
+void MTLStateManager::texture_unbind(Texture *tex_)
+{
+ BLI_assert(tex_);
+ gpu::MTLTexture *mtl_tex = static_cast<gpu::MTLTexture *>(tex_);
+ BLI_assert(mtl_tex);
+ MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
+ ctx->texture_unbind(mtl_tex);
+}
+
+void MTLStateManager::texture_unbind_all(void)
+{
+ MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
+ BLI_assert(ctx);
+ ctx->texture_unbind_all();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Image Binding (from image load store)
+ * \{ */
+
+void MTLStateManager::image_bind(Texture *tex_, int unit)
+{
+ this->texture_bind(tex_, GPU_SAMPLER_DEFAULT, unit);
+}
+
+void MTLStateManager::image_unbind(Texture *tex_)
+{
+ this->texture_unbind(tex_);
+}
+
+void MTLStateManager::image_unbind_all(void)
+{
+ this->texture_unbind_all();
+}
+
+/** \} */
+
+} // blender::gpu