473 lines
19 KiB
Plaintext
473 lines
19 KiB
Plaintext
// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Metal/MTLUtil.h"
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#include <fstream>
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#include <string>
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#include <spirv_msl.hpp>
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#include "Common/MsgHandler.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/Spirv.h"
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Metal::DeviceFeatures Metal::g_features;
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std::vector<MRCOwned<id<MTLDevice>>> Metal::Util::GetAdapterList()
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{
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std::vector<MRCOwned<id<MTLDevice>>> list;
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id<MTLDevice> default_dev = MTLCreateSystemDefaultDevice();
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if (default_dev)
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list.push_back(MRCTransfer(default_dev));
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auto devices = MRCTransfer(MTLCopyAllDevices());
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for (id<MTLDevice> device in devices.Get())
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{
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if (device != default_dev)
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list.push_back(MRCRetain(device));
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}
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return list;
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}
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void Metal::Util::PopulateBackendInfo(VideoConfig* config)
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{
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config->backend_info.api_type = APIType::Metal;
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config->backend_info.bUsesLowerLeftOrigin = false;
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config->backend_info.bSupportsExclusiveFullscreen = false;
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config->backend_info.bSupportsDualSourceBlend = true;
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config->backend_info.bSupportsPrimitiveRestart = true;
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config->backend_info.bSupportsGeometryShaders = false;
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config->backend_info.bSupportsComputeShaders = true;
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config->backend_info.bSupports3DVision = false;
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config->backend_info.bSupportsEarlyZ = true;
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config->backend_info.bSupportsBindingLayout = true;
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config->backend_info.bSupportsBBox = true;
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config->backend_info.bSupportsGSInstancing = false;
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config->backend_info.bSupportsPostProcessing = true;
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config->backend_info.bSupportsPaletteConversion = true;
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config->backend_info.bSupportsClipControl = true;
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config->backend_info.bSupportsSSAA = true;
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config->backend_info.bSupportsFragmentStoresAndAtomics = true;
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config->backend_info.bSupportsReversedDepthRange = false;
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config->backend_info.bSupportsLogicOp = false;
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config->backend_info.bSupportsMultithreading = false;
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config->backend_info.bSupportsGPUTextureDecoding = true;
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config->backend_info.bSupportsCopyToVram = true;
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config->backend_info.bSupportsBitfield = true;
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config->backend_info.bSupportsDynamicSamplerIndexing = true;
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config->backend_info.bSupportsFramebufferFetch = false;
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config->backend_info.bSupportsBackgroundCompiling = true;
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config->backend_info.bSupportsLargePoints = true;
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config->backend_info.bSupportsPartialDepthCopies = true;
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config->backend_info.bSupportsDepthReadback = true;
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config->backend_info.bSupportsShaderBinaries = false;
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config->backend_info.bSupportsPipelineCacheData = false;
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config->backend_info.bSupportsCoarseDerivatives = false;
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config->backend_info.bSupportsTextureQueryLevels = true;
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config->backend_info.bSupportsLodBiasInSampler = false;
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config->backend_info.bSupportsSettingObjectNames = true;
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// Metal requires multisample resolve to be done on a render pass
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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}
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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const std::vector<MRCOwned<id<MTLDevice>>>& adapters)
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{
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config->backend_info.Adapters.clear();
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for (id<MTLDevice> adapter : adapters)
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{
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config->backend_info.Adapters.push_back([[adapter name] UTF8String]);
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}
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}
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static bool DetectIntelGPUFBFetch(id<MTLDevice> dev)
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{
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// Even though it's nowhere in the feature set tables, some Intel GPUs support fbfetch!
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// Annoyingly, the Haswell compiler successfully makes a pipeline but actually miscompiles it and
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// doesn't insert any fbfetch instructions.
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// The Broadwell compiler inserts the Skylake fbfetch instruction,
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// but Broadwell doesn't support that. It seems to make the shader not do anything.
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// So we actually have to test the thing
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static constexpr const char* shader = R"(
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vertex float4 fs_triangle(uint vid [[vertex_id]]) {
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return float4(vid & 1 ? 3 : -1, vid & 2 ? 3 : -1, 0, 1);
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}
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fragment float4 fbfetch_test(float4 in [[color(0), raster_order_group(0)]]) {
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return in * 2;
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}
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)";
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auto lib = MRCTransfer([dev newLibraryWithSource:[NSString stringWithUTF8String:shader]
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options:nil
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error:nil]);
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if (!lib)
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return false;
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auto pdesc = MRCTransfer([MTLRenderPipelineDescriptor new]);
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[pdesc setVertexFunction:MRCTransfer([lib newFunctionWithName:@"fs_triangle"])];
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[pdesc setFragmentFunction:MRCTransfer([lib newFunctionWithName:@"fbfetch_test"])];
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[[pdesc colorAttachments][0] setPixelFormat:MTLPixelFormatRGBA8Unorm];
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auto pipe = MRCTransfer([dev newRenderPipelineStateWithDescriptor:pdesc error:nil]);
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if (!pipe)
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return false;
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auto buf = MRCTransfer([dev newBufferWithLength:4 options:MTLResourceStorageModeShared]);
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auto tdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:1
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height:1
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mipmapped:false];
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[tdesc setUsage:MTLTextureUsageRenderTarget];
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auto tex = MRCTransfer([dev newTextureWithDescriptor:tdesc]);
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auto q = MRCTransfer([dev newCommandQueue]);
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u32 px = 0x11223344;
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memcpy([buf contents], &px, 4);
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id<MTLCommandBuffer> cmdbuf = [q commandBuffer];
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id<MTLBlitCommandEncoder> upload_encoder = [cmdbuf blitCommandEncoder];
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[upload_encoder copyFromBuffer:buf
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sourceOffset:0
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sourceBytesPerRow:4
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sourceBytesPerImage:4
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sourceSize:MTLSizeMake(1, 1, 1)
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toTexture:tex
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destinationSlice:0
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destinationLevel:0
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destinationOrigin:MTLOriginMake(0, 0, 0)];
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[upload_encoder endEncoding];
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auto rpdesc = MRCTransfer([MTLRenderPassDescriptor new]);
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[[rpdesc colorAttachments][0] setTexture:tex];
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[[rpdesc colorAttachments][0] setLoadAction:MTLLoadActionLoad];
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[[rpdesc colorAttachments][0] setStoreAction:MTLStoreActionStore];
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id<MTLRenderCommandEncoder> renc = [cmdbuf renderCommandEncoderWithDescriptor:rpdesc];
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[renc setRenderPipelineState:pipe];
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[renc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
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[renc endEncoding];
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id<MTLBlitCommandEncoder> download_encoder = [cmdbuf blitCommandEncoder];
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[download_encoder copyFromTexture:tex
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sourceSlice:0
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sourceLevel:0
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sourceOrigin:MTLOriginMake(0, 0, 0)
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sourceSize:MTLSizeMake(1, 1, 1)
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toBuffer:buf
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destinationOffset:0
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destinationBytesPerRow:4
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destinationBytesPerImage:4];
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[download_encoder endEncoding];
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[cmdbuf commit];
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[cmdbuf waitUntilCompleted];
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u32 outpx;
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memcpy(&outpx, [buf contents], 4);
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// Proper fbfetch will double contents, Haswell will return black, and Broadwell will do nothing
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if (outpx == 0x22446688)
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return true; // Skylake+
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else if (outpx == 0x11223344)
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return false; // Broadwell
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else
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return false; // Haswell
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}
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void Metal::Util::PopulateBackendInfoFeatures(VideoConfig* config, id<MTLDevice> device)
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{
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// Initialize DriverDetails first so we can use it later
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DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN;
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if ([[device name] containsString:@"NVIDIA"])
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vendor = DriverDetails::VENDOR_NVIDIA;
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else if ([[device name] containsString:@"AMD"])
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vendor = DriverDetails::VENDOR_ATI;
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else if ([[device name] containsString:@"Intel"])
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vendor = DriverDetails::VENDOR_INTEL;
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else if ([[device name] containsString:@"Apple"])
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vendor = DriverDetails::VENDOR_APPLE;
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const NSOperatingSystemVersion cocoa_ver = [[NSProcessInfo processInfo] operatingSystemVersion];
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double version = cocoa_ver.majorVersion * 100 + cocoa_ver.minorVersion;
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DriverDetails::Init(DriverDetails::API_METAL, vendor, DriverDetails::DRIVER_APPLE, version,
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DriverDetails::Family::UNKNOWN);
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#if TARGET_OS_OSX
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config->backend_info.bSupportsDepthClamp = true;
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config->backend_info.bSupportsST3CTextures = true;
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config->backend_info.bSupportsBPTCTextures = true;
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#else
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bool supports_mac1 = false;
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bool supports_apple4 = false;
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if (@available(iOS 13, *))
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{
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supports_mac1 = [device supportsFamily:MTLGPUFamilyMac1];
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supports_apple4 = [device supportsFamily:MTLGPUFamilyApple4];
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}
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else
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{
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supports_apple4 = [device supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1];
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}
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config->backend_info.bSupportsDepthClamp = supports_mac1 || supports_apple4;
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config->backend_info.bSupportsST3CTextures = supports_mac1;
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config->backend_info.bSupportsBPTCTextures = supports_mac1;
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config->backend_info.bSupportsFramebufferFetch = true;
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#endif
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config->backend_info.AAModes.clear();
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for (u32 i = 1; i <= 64; i <<= 1)
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{
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if ([device supportsTextureSampleCount:i])
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config->backend_info.AAModes.push_back(i);
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}
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// The unified memory path (using shared buffers for everything) performs noticeably better with
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// bbox even on discrete GPUs (20fps vs 15fps in Super Paper Mario elevator), so default to that.
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// The separate buffer + manual upload path is left available for testing and comparison.
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if (char* env = getenv("MTL_UNIFIED_MEMORY"))
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g_features.unified_memory = env[0] == '1' || env[0] == 'y' || env[0] == 'Y';
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else
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g_features.unified_memory = true;
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g_features.subgroup_ops = false;
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if (@available(macOS 10.15, iOS 13, *))
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{
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// Requires SIMD-scoped reduction operations
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g_features.subgroup_ops =
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[device supportsFamily:MTLGPUFamilyMac2] || [device supportsFamily:MTLGPUFamilyApple6];
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config->backend_info.bSupportsFramebufferFetch = [device supportsFamily:MTLGPUFamilyApple1];
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}
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_SUBGROUP_INVOCATION_ID))
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g_features.subgroup_ops = false;
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#if TARGET_OS_OSX
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if (@available(macOS 11, *))
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if (vendor == DriverDetails::VENDOR_INTEL)
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config->backend_info.bSupportsFramebufferFetch |= DetectIntelGPUFBFetch(device);
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#endif
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING))
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config->backend_info.bSupportsDynamicSamplerIndexing = false;
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}
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// clang-format off
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AbstractTextureFormat Metal::Util::ToAbstract(MTLPixelFormat format)
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{
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switch (format)
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{
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case MTLPixelFormatRGBA8Unorm: return AbstractTextureFormat::RGBA8;
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case MTLPixelFormatBGRA8Unorm: return AbstractTextureFormat::BGRA8;
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case MTLPixelFormatBC1_RGBA: return AbstractTextureFormat::DXT1;
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case MTLPixelFormatBC2_RGBA: return AbstractTextureFormat::DXT3;
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case MTLPixelFormatBC3_RGBA: return AbstractTextureFormat::DXT5;
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case MTLPixelFormatBC7_RGBAUnorm: return AbstractTextureFormat::BPTC;
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case MTLPixelFormatR16Unorm: return AbstractTextureFormat::R16;
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case MTLPixelFormatDepth16Unorm: return AbstractTextureFormat::D16;
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case MTLPixelFormatDepth24Unorm_Stencil8: return AbstractTextureFormat::D24_S8;
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case MTLPixelFormatR32Float: return AbstractTextureFormat::R32F;
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case MTLPixelFormatDepth32Float: return AbstractTextureFormat::D32F;
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case MTLPixelFormatDepth32Float_Stencil8: return AbstractTextureFormat::D32F_S8;
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default: return AbstractTextureFormat::Undefined;
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}
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}
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MTLPixelFormat Metal::Util::FromAbstract(AbstractTextureFormat format)
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{
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switch (format)
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{
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case AbstractTextureFormat::RGBA8: return MTLPixelFormatRGBA8Unorm;
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case AbstractTextureFormat::BGRA8: return MTLPixelFormatBGRA8Unorm;
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case AbstractTextureFormat::DXT1: return MTLPixelFormatBC1_RGBA;
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case AbstractTextureFormat::DXT3: return MTLPixelFormatBC2_RGBA;
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case AbstractTextureFormat::DXT5: return MTLPixelFormatBC3_RGBA;
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case AbstractTextureFormat::BPTC: return MTLPixelFormatBC7_RGBAUnorm;
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case AbstractTextureFormat::R16: return MTLPixelFormatR16Unorm;
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case AbstractTextureFormat::D16: return MTLPixelFormatDepth16Unorm;
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case AbstractTextureFormat::D24_S8: return MTLPixelFormatDepth24Unorm_Stencil8;
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case AbstractTextureFormat::R32F: return MTLPixelFormatR32Float;
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case AbstractTextureFormat::D32F: return MTLPixelFormatDepth32Float;
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case AbstractTextureFormat::D32F_S8: return MTLPixelFormatDepth32Float_Stencil8;
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case AbstractTextureFormat::Undefined: return MTLPixelFormatInvalid;
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}
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}
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// clang-format on
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// MARK: Shader Translation
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static const std::string_view SHADER_HEADER = R"(
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// Target GLSL 4.5.
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#version 450 core
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// Always available on Metal
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#extension GL_EXT_shader_8bit_storage : require
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
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#define ATTRIBUTE_LOCATION(x) layout(location = x)
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#define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x)
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#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
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#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(set = 1, binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8))
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#define SSBO_BINDING(x) layout(std430, set = 2, binding = x)
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#define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z)
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#define VARYING_LOCATION(x) layout(location = x)
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#define FORCE_EARLY_Z layout(early_fragment_tests) in
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// Metal framebuffer fetch helpers.
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#define FB_FETCH_VALUE subpassLoad(in_ocol0)
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// hlsl to glsl function translation
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#define API_METAL 1
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define uint2 uvec2
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#define uint3 uvec3
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#define uint4 uvec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define frac fract
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#define lerp mix
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// These were changed in Vulkan
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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)";
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static const std::string_view COMPUTE_SHADER_HEADER = R"(
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// Target GLSL 4.5.
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#version 450 core
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// Always available on Metal
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#extension GL_EXT_shader_8bit_storage : require
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
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// All resources are packed into one descriptor set for compute.
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#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1))
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#define SSBO_BINDING(x) layout(std430, set = 2, binding = x)
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#define IMAGE_BINDING(format, x) layout(format, set = 1, binding = x)
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// hlsl to glsl function translation
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#define API_METAL 1
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define uint2 uvec2
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#define uint3 uvec3
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#define uint4 uvec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define frac fract
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#define lerp mix
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)";
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static const std::string_view SUBGROUP_HELPER_HEADER = R"(
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#define SUPPORTS_SUBGROUP_REDUCTION 1
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#define CAN_USE_SUBGROUP_REDUCTION true
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#define IS_HELPER_INVOCATION gl_HelperInvocation
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#define IS_FIRST_ACTIVE_INVOCATION (subgroupElect())
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#define SUBGROUP_MIN(value) value = subgroupMin(value)
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#define SUBGROUP_MAX(value) value = subgroupMax(value)
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)";
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static const std::string_view MSL_HEADER =
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// We know our shader generator leaves unused variables.
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"#pragma clang diagnostic ignored \"-Wunused-variable\"\n"
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// These are usually when the compiler doesn't think a switch is exhaustive
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"#pragma clang diagnostic ignored \"-Wreturn-type\"\n";
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static constexpr spirv_cross::MSLResourceBinding
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MakeResourceBinding(spv::ExecutionModel stage, u32 set, u32 binding, //
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u32 msl_buffer, u32 msl_texture, u32 msl_sampler)
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{
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spirv_cross::MSLResourceBinding resource;
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resource.stage = stage;
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resource.desc_set = set;
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resource.binding = binding;
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resource.msl_buffer = msl_buffer;
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resource.msl_texture = msl_texture;
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resource.msl_sampler = msl_sampler;
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return resource;
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}
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std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage,
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std::string_view source)
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{
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std::string full_source;
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std::string_view header = stage == ShaderStage::Compute ? COMPUTE_SHADER_HEADER : SHADER_HEADER;
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full_source.reserve(header.size() + SUBGROUP_HELPER_HEADER.size() + source.size());
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full_source.append(header);
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if (Metal::g_features.subgroup_ops)
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full_source.append(SUBGROUP_HELPER_HEADER);
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full_source.append(source);
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std::optional<SPIRV::CodeVector> code;
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switch (stage)
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{
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case ShaderStage::Vertex:
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code = SPIRV::CompileVertexShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3);
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break;
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case ShaderStage::Geometry:
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PanicAlertFmt("Tried to compile geometry shader for Metal, but Metal doesn't support them!");
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break;
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case ShaderStage::Pixel:
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code = SPIRV::CompileFragmentShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3);
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break;
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case ShaderStage::Compute:
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code = SPIRV::CompileComputeShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3);
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break;
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}
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if (!code.has_value())
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return std::nullopt;
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// clang-format off
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static const spirv_cross::MSLResourceBinding resource_bindings[] = {
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo
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MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 0, 0, 0, 0), // ps/samp0
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 1, 0, 1, 1), // ps/samp1
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 2, 0, 2, 2), // ps/samp2
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 3, 0, 3, 3), // ps/samp3
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 4, 0, 4, 4), // ps/samp4
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 5, 0, 5, 5), // ps/samp5
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 6, 0, 6, 6), // ps/samp6
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 7, 0, 7, 7), // ps/samp7
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 1, 8, 0, 8, 8), // ps/samp8
|
|
MakeResourceBinding(spv::ExecutionModelFragment, 2, 0, 2, 0, 0), // ps/ssbo
|
|
MakeResourceBinding(spv::ExecutionModelGLCompute, 0, 1, 0, 0, 0), // cs/ubo
|
|
MakeResourceBinding(spv::ExecutionModelGLCompute, 1, 0, 0, 0, 0), // cs/output_image
|
|
MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 0, 2, 0, 0), // cs/ssbo
|
|
MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 1, 3, 0, 0), // cs/ssbo
|
|
};
|
|
|
|
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);
|
|
|
|
std::string msl(MSL_HEADER);
|
|
msl += compiler.compile();
|
|
return msl;
|
|
}
|