// Copyright 2022 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Metal/MTLUtil.h" #include #include #include #include #include "Common/MsgHandler.h" #include "VideoCommon/Constants.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/Spirv.h" Metal::DeviceFeatures Metal::g_features; std::vector>> Metal::Util::GetAdapterList() { std::vector>> list; id default_dev = MTLCreateSystemDefaultDevice(); if (default_dev) list.push_back(MRCTransfer(default_dev)); #if TARGET_OS_OSX auto devices = MRCTransfer(MTLCopyAllDevices()); for (id device in devices.Get()) { if (device != default_dev) list.push_back(MRCRetain(device)); } #endif return list; } void Metal::Util::PopulateBackendInfo(VideoConfig* config) { config->backend_info.api_type = APIType::Metal; config->backend_info.bUsesLowerLeftOrigin = false; config->backend_info.bSupportsExclusiveFullscreen = false; config->backend_info.bSupportsDualSourceBlend = true; config->backend_info.bSupportsPrimitiveRestart = true; config->backend_info.bSupportsGeometryShaders = false; config->backend_info.bSupportsComputeShaders = true; config->backend_info.bSupports3DVision = false; config->backend_info.bSupportsEarlyZ = true; config->backend_info.bSupportsBindingLayout = true; config->backend_info.bSupportsBBox = true; config->backend_info.bSupportsGSInstancing = false; config->backend_info.bSupportsPostProcessing = true; config->backend_info.bSupportsPaletteConversion = true; config->backend_info.bSupportsClipControl = true; config->backend_info.bSupportsSSAA = true; config->backend_info.bSupportsFragmentStoresAndAtomics = true; config->backend_info.bSupportsReversedDepthRange = false; config->backend_info.bSupportsLogicOp = false; config->backend_info.bSupportsMultithreading = false; config->backend_info.bSupportsGPUTextureDecoding = true; config->backend_info.bSupportsCopyToVram = true; config->backend_info.bSupportsBitfield = true; config->backend_info.bSupportsDynamicSamplerIndexing = true; config->backend_info.bSupportsFramebufferFetch = false; config->backend_info.bSupportsBackgroundCompiling = true; config->backend_info.bSupportsLargePoints = true; config->backend_info.bSupportsPartialDepthCopies = true; config->backend_info.bSupportsDepthReadback = true; config->backend_info.bSupportsShaderBinaries = false; config->backend_info.bSupportsPipelineCacheData = false; config->backend_info.bSupportsCoarseDerivatives = false; config->backend_info.bSupportsTextureQueryLevels = true; config->backend_info.bSupportsLodBiasInSampler = false; config->backend_info.bSupportsSettingObjectNames = true; // Metal requires multisample resolve to be done on a render pass config->backend_info.bSupportsPartialMultisampleResolve = false; config->backend_info.bSupportsDynamicVertexLoader = true; config->backend_info.bSupportsVSLinePointExpand = true; config->backend_info.bSupportsHDROutput = 1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue]; } void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config, const std::vector>>& adapters) { config->backend_info.Adapters.clear(); for (id adapter : adapters) { config->backend_info.Adapters.push_back([[adapter name] UTF8String]); } } /// For testing driver brokenness static bool RenderSinglePixel(id dev, id vs, id fs, // u32 px_in, u32* px_out) { auto pdesc = MRCTransfer([MTLRenderPipelineDescriptor new]); [pdesc setVertexFunction:vs]; [pdesc setFragmentFunction:fs]; [[pdesc colorAttachments][0] setPixelFormat:MTLPixelFormatRGBA8Unorm]; auto pipe = MRCTransfer([dev newRenderPipelineStateWithDescriptor:pdesc error:nil]); if (!pipe) return false; auto buf = MRCTransfer([dev newBufferWithLength:4 options:MTLResourceStorageModeShared]); memcpy([buf contents], &px_in, sizeof(px_in)); auto tdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm width:1 height:1 mipmapped:false]; [tdesc setUsage:MTLTextureUsageRenderTarget]; auto tex = MRCTransfer([dev newTextureWithDescriptor:tdesc]); auto q = MRCTransfer([dev newCommandQueue]); id cmdbuf = [q commandBuffer]; id upload_encoder = [cmdbuf blitCommandEncoder]; [upload_encoder copyFromBuffer:buf sourceOffset:0 sourceBytesPerRow:4 sourceBytesPerImage:4 sourceSize:MTLSizeMake(1, 1, 1) toTexture:tex destinationSlice:0 destinationLevel:0 destinationOrigin:MTLOriginMake(0, 0, 0)]; [upload_encoder endEncoding]; auto rpdesc = MRCTransfer([MTLRenderPassDescriptor new]); [[rpdesc colorAttachments][0] setTexture:tex]; [[rpdesc colorAttachments][0] setLoadAction:MTLLoadActionLoad]; [[rpdesc colorAttachments][0] setStoreAction:MTLStoreActionStore]; id renc = [cmdbuf renderCommandEncoderWithDescriptor:rpdesc]; [renc setRenderPipelineState:pipe]; [renc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3]; [renc endEncoding]; id download_encoder = [cmdbuf blitCommandEncoder]; [download_encoder copyFromTexture:tex sourceSlice:0 sourceLevel:0 sourceOrigin:MTLOriginMake(0, 0, 0) sourceSize:MTLSizeMake(1, 1, 1) toBuffer:buf destinationOffset:0 destinationBytesPerRow:4 destinationBytesPerImage:4]; [download_encoder endEncoding]; [cmdbuf commit]; [cmdbuf waitUntilCompleted]; memcpy(px_out, [buf contents], sizeof(*px_out)); return [cmdbuf status] == MTLCommandBufferStatusCompleted; } static bool DetectIntelGPUFBFetch(id dev) { // Even though it's nowhere in the feature set tables, some Intel GPUs support fbfetch! // Annoyingly, the Haswell compiler successfully makes a pipeline but actually miscompiles it and // doesn't insert any fbfetch instructions. // The Broadwell compiler inserts the Skylake fbfetch instruction, // but Broadwell doesn't support that. It seems to make the shader not do anything. // So we actually have to test the thing static constexpr const char* shader = R"( vertex float4 fs_triangle(uint vid [[vertex_id]]) { return float4(vid & 1 ? 3 : -1, vid & 2 ? 3 : -1, 0, 1); } fragment float4 fbfetch_test(float4 in [[color(0), raster_order_group(0)]]) { return in * 2; } )"; auto lib = MRCTransfer([dev newLibraryWithSource:[NSString stringWithUTF8String:shader] options:nil error:nil]); if (!lib) return false; u32 outpx; bool ok = RenderSinglePixel(dev, // MRCTransfer([lib newFunctionWithName:@"fs_triangle"]), // MRCTransfer([lib newFunctionWithName:@"fbfetch_test"]), // 0x11223344, &outpx); if (!ok) return false; // Proper fbfetch will double contents, Haswell will return black, and Broadwell will do nothing if (outpx == 0x22446688) return true; // Skylake+ else if (outpx == 0x11223344) return false; // Broadwell else return false; // Haswell } enum class DetectionResult { Yes, No, Unsure }; static DetectionResult DetectInvertedIsHelper(id dev) { static constexpr const char* shader = R"( vertex float4 fs_triangle(uint vid [[vertex_id]]) { return float4(vid & 1 ? 3 : -1, vid & 2 ? 3 : -1, 0, 1); } fragment float4 is_helper_test() { float val = metal::simd_is_helper_thread() ? 1 : 0.5; return float4(val, metal::dfdx(val) + 0.5, metal::dfdy(val) + 0.5, 0); } )"; auto lib = MRCTransfer([dev newLibraryWithSource:[NSString stringWithUTF8String:shader] options:nil error:nil]); if (!lib) return DetectionResult::Unsure; u32 outpx; bool ok = RenderSinglePixel(dev, // MRCTransfer([lib newFunctionWithName:@"fs_triangle"]), // MRCTransfer([lib newFunctionWithName:@"is_helper_test"]), // 0, &outpx); // The pixel itself should not be a helper thread (0.5) // The pixels to its right and below should be helper threads (1.0) // Correctly working would therefore be 0.5 for the pixel and (0.5 + 0.5) for the derivatives // Inverted would be 1.0 for the pixel and (-0.5 + 0.5) for the derivatives if (!ok) return DetectionResult::Unsure; if (outpx == 0xffff80) return DetectionResult::No; // Working correctly if (outpx == 0x0000ff) return DetectionResult::Yes; // Inverted WARN_LOG_FMT(VIDEO, "metal::simd_is_helper_thread might be broken! Test shader returned {:06x}!", outpx); return DetectionResult::Unsure; } void Metal::Util::PopulateBackendInfoFeatures(VideoConfig* config, id device) { // Initialize DriverDetails first so we can use it later DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN; std::string name = [[device name] UTF8String]; if (name.find("NVIDIA") != std::string::npos) vendor = DriverDetails::VENDOR_NVIDIA; else if (name.find("AMD") != std::string::npos) vendor = DriverDetails::VENDOR_ATI; else if (name.find("Intel") != std::string::npos) vendor = DriverDetails::VENDOR_INTEL; else if (name.find("Apple") != std::string::npos) vendor = DriverDetails::VENDOR_APPLE; const NSOperatingSystemVersion cocoa_ver = [[NSProcessInfo processInfo] operatingSystemVersion]; double version = cocoa_ver.majorVersion * 100 + cocoa_ver.minorVersion; DriverDetails::Init(DriverDetails::API_METAL, vendor, DriverDetails::DRIVER_APPLE, version, DriverDetails::Family::UNKNOWN, std::move(name)); #if TARGET_OS_OSX config->backend_info.bSupportsDepthClamp = true; config->backend_info.bSupportsST3CTextures = true; config->backend_info.bSupportsBPTCTextures = true; #else bool supports_apple4 = false; bool supports_bcn = false; if (@available(iOS 13, *)) supports_apple4 = [device supportsFamily:MTLGPUFamilyApple4]; else supports_apple4 = [device supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]; if (@available(iOS 16.4, *)) supports_bcn = [device supportsBCTextureCompression]; config->backend_info.bSupportsDepthClamp = supports_apple4; config->backend_info.bSupportsST3CTextures = supports_bcn; config->backend_info.bSupportsBPTCTextures = supports_bcn; config->backend_info.bSupportsFramebufferFetch = true; #endif config->backend_info.AAModes.clear(); for (u32 i = 1; i <= 64; i <<= 1) { if ([device supportsTextureSampleCount:i]) config->backend_info.AAModes.push_back(i); } switch (config->iManuallyUploadBuffers) { case TriState::Off: g_features.manual_buffer_upload = false; break; case TriState::On: g_features.manual_buffer_upload = true; break; case TriState::Auto: #if TARGET_OS_OSX g_features.manual_buffer_upload = false; if (@available(macOS 10.15, *)) if (![device hasUnifiedMemory]) g_features.manual_buffer_upload = true; #else // All iOS devices have unified memory g_features.manual_buffer_upload = false; #endif break; } g_features.subgroup_ops = false; if (@available(macOS 10.15, iOS 13, *)) { // Requires SIMD-scoped reduction operations g_features.subgroup_ops = [device supportsFamily:MTLGPUFamilyMac2] || [device supportsFamily:MTLGPUFamilyApple7]; config->backend_info.bSupportsFramebufferFetch = [device supportsFamily:MTLGPUFamilyApple1]; } if (g_features.subgroup_ops) { DetectionResult result = DetectInvertedIsHelper(device); if (result != DetectionResult::Unsure) { bool is_helper_inverted = result == DetectionResult::Yes; if (is_helper_inverted != DriverDetails::HasBug(DriverDetails::BUG_INVERTED_IS_HELPER)) DriverDetails::OverrideBug(DriverDetails::BUG_INVERTED_IS_HELPER, is_helper_inverted); } } #if TARGET_OS_OSX if (@available(macOS 11, *)) if (vendor == DriverDetails::VENDOR_INTEL) config->backend_info.bSupportsFramebufferFetch |= DetectIntelGPUFBFetch(device); #endif if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING)) config->backend_info.bSupportsDynamicSamplerIndexing = false; } // clang-format off AbstractTextureFormat Metal::Util::ToAbstract(MTLPixelFormat format) { switch (format) { case MTLPixelFormatRGBA8Unorm: return AbstractTextureFormat::RGBA8; case MTLPixelFormatBGRA8Unorm: return AbstractTextureFormat::BGRA8; case MTLPixelFormatRGB10A2Unorm: return AbstractTextureFormat::RGB10_A2; case MTLPixelFormatRGBA16Float: return AbstractTextureFormat::RGBA16F; case MTLPixelFormatBC1_RGBA: return AbstractTextureFormat::DXT1; case MTLPixelFormatBC2_RGBA: return AbstractTextureFormat::DXT3; case MTLPixelFormatBC3_RGBA: return AbstractTextureFormat::DXT5; case MTLPixelFormatBC7_RGBAUnorm: return AbstractTextureFormat::BPTC; case MTLPixelFormatR16Unorm: return AbstractTextureFormat::R16; case MTLPixelFormatDepth16Unorm: return AbstractTextureFormat::D16; #if TARGET_OS_OSX case MTLPixelFormatDepth24Unorm_Stencil8: return AbstractTextureFormat::D24_S8; #endif case MTLPixelFormatR32Float: return AbstractTextureFormat::R32F; case MTLPixelFormatDepth32Float: return AbstractTextureFormat::D32F; case MTLPixelFormatDepth32Float_Stencil8: return AbstractTextureFormat::D32F_S8; default: return AbstractTextureFormat::Undefined; } } // Don't complain about BCn formats requiring iOS 16.4, these are just enum conversions #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunguarded-availability" MTLPixelFormat Metal::Util::FromAbstract(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::RGBA8: return MTLPixelFormatRGBA8Unorm; case AbstractTextureFormat::BGRA8: return MTLPixelFormatBGRA8Unorm; case AbstractTextureFormat::RGB10_A2: return MTLPixelFormatRGB10A2Unorm; case AbstractTextureFormat::RGBA16F: return MTLPixelFormatRGBA16Float; case AbstractTextureFormat::DXT1: return MTLPixelFormatBC1_RGBA; case AbstractTextureFormat::DXT3: return MTLPixelFormatBC2_RGBA; case AbstractTextureFormat::DXT5: return MTLPixelFormatBC3_RGBA; case AbstractTextureFormat::BPTC: return MTLPixelFormatBC7_RGBAUnorm; case AbstractTextureFormat::R16: return MTLPixelFormatR16Unorm; case AbstractTextureFormat::D16: return MTLPixelFormatDepth16Unorm; #if TARGET_OS_OSX case AbstractTextureFormat::D24_S8: return MTLPixelFormatDepth24Unorm_Stencil8; #endif case AbstractTextureFormat::R32F: return MTLPixelFormatR32Float; case AbstractTextureFormat::D32F: return MTLPixelFormatDepth32Float; case AbstractTextureFormat::D32F_S8: return MTLPixelFormatDepth32Float_Stencil8; default: return MTLPixelFormatInvalid; } } #pragma clang diagnostic pop // clang-format on // MARK: Shader Translation static const std::string_view SHADER_HEADER = R"( // Target GLSL 4.5. #version 450 core // Always available on Metal #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require #define ATTRIBUTE_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y) #define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1)) #define SAMPLER_BINDING(x) layout(set = 1, binding = x) #define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8)) #define SSBO_BINDING(x) layout(std430, set = 2, binding = x) #define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z) #define VARYING_LOCATION(x) layout(location = x) #define FORCE_EARLY_Z layout(early_fragment_tests) in // Metal framebuffer fetch helpers. #define FB_FETCH_VALUE subpassLoad(in_ocol0) // hlsl to glsl function translation #define API_METAL 1 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix // These were changed in Vulkan #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex )"; static const std::string_view COMPUTE_SHADER_HEADER = R"( // Target GLSL 4.5. #version 450 core // Always available on Metal #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require #define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1)) #define SAMPLER_BINDING(x) layout(set = 1, binding = x) #define SSBO_BINDING(x) layout(std430, set = 2, binding = x) #define IMAGE_BINDING(format, x) layout(format, set = 3, binding = x) // hlsl to glsl function translation #define API_METAL 1 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix )"; static const std::string_view SUBGROUP_HELPER_HEADER = R"( #extension GL_KHR_shader_subgroup_basic : enable #extension GL_KHR_shader_subgroup_arithmetic : enable #extension GL_KHR_shader_subgroup_ballot : enable #define SUPPORTS_SUBGROUP_REDUCTION 1 #define IS_HELPER_INVOCATION gl_HelperInvocation #define IS_FIRST_ACTIVE_INVOCATION (subgroupElect()) #define SUBGROUP_MIN(value) value = subgroupMin(value) #define SUBGROUP_MAX(value) value = subgroupMax(value) )"; static const std::string_view MSL_HEADER = // We know our shader generator leaves unused variables. "#pragma clang diagnostic ignored \"-Wunused-variable\"\n" // These are usually when the compiler doesn't think a switch is exhaustive "#pragma clang diagnostic ignored \"-Wreturn-type\"\n"; static constexpr std::pair MSL_FIXUPS[] = { // Force-unroll the lighting loop in ubershaders, which greatly reduces register pressure on AMD {"for (uint chan = 0u; chan < 2u; chan++)", "_Pragma(\"unroll\") for (uint chan = 0u; chan < 2u; chan++)"}, }; static constexpr spirv_cross::MSLResourceBinding MakeResourceBinding(spv::ExecutionModel stage, u32 set, u32 binding, // u32 msl_buffer, u32 msl_texture, u32 msl_sampler) { spirv_cross::MSLResourceBinding resource; resource.stage = stage; resource.desc_set = set; resource.binding = binding; resource.msl_buffer = msl_buffer; resource.msl_texture = msl_texture; resource.msl_sampler = msl_sampler; return resource; } std::optional Metal::Util::TranslateShaderToMSL(ShaderStage stage, std::string_view source) { std::string full_source; std::string_view header = stage == ShaderStage::Compute ? COMPUTE_SHADER_HEADER : SHADER_HEADER; full_source.reserve(header.size() + SUBGROUP_HELPER_HEADER.size() + source.size()); full_source.append(header); if (Metal::g_features.subgroup_ops) full_source.append(SUBGROUP_HELPER_HEADER); if (DriverDetails::HasBug(DriverDetails::BUG_INVERTED_IS_HELPER)) { full_source.append("#define gl_HelperInvocation !gl_HelperInvocation " "// Work around broken AMD Metal driver\n"); } if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_SUBGROUP_OPS_WITH_DISCARD)) full_source.append("#define BROKEN_SUBGROUP_WITH_DISCARD 1\n"); full_source.append(source); std::optional code; switch (stage) { case ShaderStage::Vertex: code = SPIRV::CompileVertexShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); break; case ShaderStage::Geometry: PanicAlertFmt("Tried to compile geometry shader for Metal, but Metal doesn't support them!"); break; case ShaderStage::Pixel: code = SPIRV::CompileFragmentShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); break; case ShaderStage::Compute: code = SPIRV::CompileComputeShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_5); break; } if (!code.has_value()) return std::nullopt; // clang-format off static const spirv_cross::MSLResourceBinding resource_bindings[] = { MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 3, 2, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo // Dynamic list initialized below Fragment, 1, N, 0, N, N // ps/samp0-N MakeResourceBinding(spv::ExecutionModelFragment, 2, 0, 2, 0, 0), // ps/ssbo MakeResourceBinding(spv::ExecutionModelGLCompute, 0, 1, 0, 0, 0), // cs/ubo // Dynamic list initialized below GLCompute, 1, N, 0, N, N, // cs/samp0-N MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 0, 2, 0, 0), // cs/ssbo MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 1, 3, 0, 0), // cs/ssbo // Dynamic list initialized below GLCompute, 3, N, 0, N, 0, // cs/img0-N }; spirv_cross::CompilerMSL::Options options; #if TARGET_OS_OSX options.platform = spirv_cross::CompilerMSL::Options::macOS; #elif TARGET_OS_IOS options.platform = spirv_cross::CompilerMSL::Options::iOS; // Otherwise SPIRV-Cross will try to compile subgroup ops to quad ops instead // (And crash because there's no quad_min or quad_max) options.ios_use_simdgroup_functions = Metal::g_features.subgroup_ops; #else #error What platform is this? #endif // clang-format on spirv_cross::CompilerMSL compiler(std::move(*code)); if (@available(macOS 11, iOS 14, *)) options.set_msl_version(2, 3); else if (@available(macOS 10.15, iOS 13, *)) options.set_msl_version(2, 2); else if (@available(macOS 10.14, iOS 12, *)) options.set_msl_version(2, 1); else options.set_msl_version(2, 0); options.use_framebuffer_fetch_subpasses = true; compiler.set_msl_options(options); for (auto& binding : resource_bindings) compiler.add_msl_resource_binding(binding); if (stage == ShaderStage::Pixel) { for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++) // ps/samp0-N { compiler.add_msl_resource_binding( MakeResourceBinding(spv::ExecutionModelFragment, 1, i, 0, i, i)); } } else if (stage == ShaderStage::Compute) { u32 img = 0; u32 smp = 0; for (u32 i = 0; i < VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS; i++) // cs/samp0-N { compiler.add_msl_resource_binding( MakeResourceBinding(spv::ExecutionModelGLCompute, 1, i, 0, img++, smp++)); } for (u32 i = 0; i < VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS; i++) // cs/img0-N { compiler.add_msl_resource_binding( MakeResourceBinding(spv::ExecutionModelGLCompute, 3, i, 0, img++, 0)); } } std::string output(MSL_HEADER); std::string compiled = compiler.compile(); std::string_view remaining = compiled; while (!remaining.empty()) { // Apply fixups std::string_view piece = remaining; std::string_view fixup_piece = {}; size_t next = piece.size(); for (const auto& fixup : MSL_FIXUPS) { size_t found = piece.find(fixup.first); if (found == std::string_view::npos) continue; piece = piece.substr(0, found); fixup_piece = fixup.second; next = found + fixup.first.size(); } output += piece; output += fixup_piece; remaining = remaining.substr(next); } return output; }