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https://github.com/dolphin-emu/dolphin
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72 lines
2.4 KiB
Plaintext
72 lines
2.4 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/MTLPipeline.h"
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#include "Common/MsgHandler.h"
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static void MarkAsUsed(u32* list, u32 start, u32 length)
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{
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for (u32 i = start; i < start + length; ++i)
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*list |= 1 << i;
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}
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static void GetArguments(NSArray<MTLArgument*>* arguments, u32* textures, u32* samplers,
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u32* buffers)
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{
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for (MTLArgument* argument in arguments)
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{
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const u32 idx = [argument index];
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const u32 length = [argument arrayLength];
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if (idx + length > 32)
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{
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PanicAlertFmt("Making a MTLPipeline with high argument index {:d}..<{:d} for {:s}", //
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idx, idx + length, [[argument name] UTF8String]);
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continue;
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}
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switch ([argument type])
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{
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case MTLArgumentTypeTexture:
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if (textures)
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MarkAsUsed(textures, idx, length);
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else
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PanicAlertFmt("Vertex function wants a texture!");
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break;
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case MTLArgumentTypeSampler:
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if (samplers)
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MarkAsUsed(samplers, idx, length);
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else
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PanicAlertFmt("Vertex function wants a sampler!");
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break;
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case MTLArgumentTypeBuffer:
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MarkAsUsed(buffers, idx, length);
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break;
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default:
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break;
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}
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}
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}
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Metal::PipelineReflection::PipelineReflection(MTLRenderPipelineReflection* reflection)
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{
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GetArguments([reflection vertexArguments], nullptr, nullptr, &vertex_buffers);
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GetArguments([reflection fragmentArguments], &textures, &samplers, &fragment_buffers);
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}
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Metal::Pipeline::Pipeline(const AbstractPipelineConfig& config,
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MRCOwned<id<MTLRenderPipelineState>> pipeline,
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const PipelineReflection& reflection, MTLPrimitiveType prim,
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MTLCullMode cull, DepthState depth, AbstractPipelineUsage usage)
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: AbstractPipeline(config), m_pipeline(std::move(pipeline)), m_prim(prim), m_cull(cull),
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m_depth_stencil(depth), m_usage(usage), m_reflection(reflection)
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{
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}
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Metal::ComputePipeline::ComputePipeline(ShaderStage stage, MTLComputePipelineReflection* reflection,
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std::string msl, MRCOwned<id<MTLFunction>> shader,
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MRCOwned<id<MTLComputePipelineState>> pipeline)
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: Shader(stage, std::move(msl), std::move(shader)), m_compute_pipeline(std::move(pipeline))
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{
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GetArguments([reflection arguments], &m_textures, &m_samplers, &m_buffers);
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}
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