Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/shaders/metal/mtl_shader_common.msl')
-rw-r--r--source/blender/gpu/shaders/metal/mtl_shader_common.msl109
1 files changed, 109 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/metal/mtl_shader_common.msl b/source/blender/gpu/shaders/metal/mtl_shader_common.msl
new file mode 100644
index 00000000000..c504cdbacb1
--- /dev/null
+++ b/source/blender/gpu/shaders/metal/mtl_shader_common.msl
@@ -0,0 +1,109 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/* Common Metal header to be included in all compiled Metal shaders.
+ * Both native MSL shaders and GLSL shaders. */
+
+using namespace metal;
+
+/* Should match GPUVertFetchMode. */
+typedef enum {
+ GPU_FETCH_FLOAT = 0,
+ GPU_FETCH_INT,
+ GPU_FETCH_INT_TO_FLOAT_UNIT,
+ GPU_FETCH_INT_TO_FLOAT,
+} GPUVertFetchMode;
+
+/* Consant to flag base binding index of uniform buffers. */
+constant int MTL_uniform_buffer_base_index [[function_constant(0)]];
+
+/* Default Point Size.
+ * Unused if function constant not set. */
+constant float MTL_global_pointsize [[function_constant(1)]];
+
+/* Attribute conversions flags (Up to 16 attributes supported in Blender). */
+constant int MTL_AttributeConvert0 [[function_constant(2)]];
+constant int MTL_AttributeConvert1 [[function_constant(3)]];
+constant int MTL_AttributeConvert2 [[function_constant(4)]];
+constant int MTL_AttributeConvert3 [[function_constant(5)]];
+constant int MTL_AttributeConvert4 [[function_constant(6)]];
+constant int MTL_AttributeConvert5 [[function_constant(7)]];
+constant int MTL_AttributeConvert6 [[function_constant(8)]];
+constant int MTL_AttributeConvert7 [[function_constant(9)]];
+constant int MTL_AttributeConvert8 [[function_constant(10)]];
+constant int MTL_AttributeConvert9 [[function_constant(11)]];
+constant int MTL_AttributeConvert10 [[function_constant(12)]];
+constant int MTL_AttributeConvert11 [[function_constant(13)]];
+constant int MTL_AttributeConvert12 [[function_constant(14)]];
+constant int MTL_AttributeConvert13 [[function_constant(15)]];
+constant int MTL_AttributeConvert14 [[function_constant(16)]];
+constant int MTL_AttributeConvert15 [[function_constant(17)]];
+
+/* Consant to flag binding index of transform feedback buffer.
+ * Unused if function constant not set. */
+constant int MTL_transform_feedback_buffer_index [[function_constant(18)]];
+
+/** Internal attribute conversion functionality. */
+/* Following descriptions in mtl_shader.hh, Metal only supports some implicit
+ * attribute type conversions. These conversions occur when there is a difference
+ * between the type specified in the vertex descriptor (In the input vertex buffers),
+ * and the attribute type in the shader's VertexIn struct (ShaderInterface).
+ *
+ * The supported implicit conversions are described here:
+ * https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1516081-format?language=objc
+ *
+ * For unsupported conversions, the mtl_shader_generator will create an attribute reading function
+ * which performs this conversion manually upon read, depending on the requested fetchmode.
+ *
+ * These conversions use the function constants above, so any branching is optimized out during
+ * backend shader compilation (PSO creation).
+ *
+ * NOTE: Not all possibilities have been covered here, any additional conversion routines should
+ * be added as needed, and mtl_shader_generator should also be updated with any newly required
+ * read functions.
+ *
+ * These paths are only needed for cases where implicit conversion will not happen, in which
+ * case the value will be read as the type in the shader.
+ */
+#define internal_vertex_attribute_convert_read_float(ATTR, v_in, v_out) \
+ if (ATTR == GPU_FETCH_INT_TO_FLOAT) { \
+ v_out = float(as_type<int>(v_in)); \
+ } \
+ else if (ATTR == GPU_FETCH_INT_TO_FLOAT_UNIT) { \
+ v_out = float(as_type<int>(v_in)) / float(__INT_MAX__); \
+ } \
+ else { \
+ v_out = v_in; \
+ }
+
+#define internal_vertex_attribute_convert_read_float2(ATTR, v_in, v_out) \
+ if (ATTR == GPU_FETCH_INT_TO_FLOAT) { \
+ v_out = float2(as_type<int2>(v_in)); \
+ } \
+ else if (ATTR == GPU_FETCH_INT_TO_FLOAT_UNIT) { \
+ v_out = float2(as_type<int2>(v_in)) / float2(__INT_MAX__); \
+ } \
+ else { \
+ v_out = v_in; \
+ }
+
+#define internal_vertex_attribute_convert_read_float3(ATTR, v_in, v_out) \
+ if (ATTR == GPU_FETCH_INT_TO_FLOAT) { \
+ v_out = float3(as_type<int3>(v_in)); \
+ } \
+ else if (ATTR == GPU_FETCH_INT_TO_FLOAT_UNIT) { \
+ v_out = float3(as_type<int3>(v_in)) / float3(__INT_MAX__); \
+ } \
+ else { \
+ v_out = v_in; \
+ }
+
+#define internal_vertex_attribute_convert_read_float4(ATTR, v_in, v_out) \
+ if (ATTR == GPU_FETCH_INT_TO_FLOAT) { \
+ v_out = float4(as_type<int4>(v_in)); \
+ } \
+ else if (ATTR == GPU_FETCH_INT_TO_FLOAT_UNIT) { \
+ v_out = float4(as_type<int4>(v_in)) / float4(__INT_MAX__); \
+ } \
+ else { \
+ v_out = v_in; \
+ }