dolphin/Source/Core/VideoBackends/Metal/MTLUtil.mm

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// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Metal/MTLUtil.h"
#include <fstream>
#include <string>
#include <TargetConditionals.h>
#include <spirv_msl.hpp>
#include "Common/MsgHandler.h"
#include "VideoCommon/Constants.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/Spirv.h"
Metal::DeviceFeatures Metal::g_features;
std::vector<MRCOwned<id<MTLDevice>>> Metal::Util::GetAdapterList()
{
std::vector<MRCOwned<id<MTLDevice>>> list;
id<MTLDevice> default_dev = MTLCreateSystemDefaultDevice();
if (default_dev)
list.push_back(MRCTransfer(default_dev));
#if TARGET_OS_OSX
auto devices = MRCTransfer(MTLCopyAllDevices());
for (id<MTLDevice> 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<MRCOwned<id<MTLDevice>>>& adapters)
{
config->backend_info.Adapters.clear();
for (id<MTLDevice> adapter : adapters)
{
config->backend_info.Adapters.push_back([[adapter name] UTF8String]);
}
}
/// For testing driver brokenness
static bool RenderSinglePixel(id<MTLDevice> dev, id<MTLFunction> vs, id<MTLFunction> 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<MTLCommandBuffer> cmdbuf = [q commandBuffer];
id<MTLBlitCommandEncoder> 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<MTLRenderCommandEncoder> renc = [cmdbuf renderCommandEncoderWithDescriptor:rpdesc];
[renc setRenderPipelineState:pipe];
[renc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
[renc endEncoding];
id<MTLBlitCommandEncoder> 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<MTLDevice> 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<MTLDevice> 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<MTLDevice> 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:MTLGPUFamilyApple6];
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<std::string_view, std::string_view> 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<std::string> 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<SPIRV::CodeVector> 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;
#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;
}