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Diffstat (limited to 'source/blender/gpu/metal/mtl_state.mm')
-rw-r--r-- | source/blender/gpu/metal/mtl_state.mm | 675 |
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 |