/**************************************************************************/ /* metal_objects.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ /**************************************************************************/ /* */ /* Portions of this code were derived from MoltenVK. */ /* */ /* Copyright (c) 2015-2023 The Brenwill Workshop Ltd. */ /* (http://www.brenwill.com) */ /* */ /* Licensed under the Apache License, Version 2.0 (the "License"); */ /* you may not use this file except in compliance with the License. */ /* You may obtain a copy of the License at */ /* */ /* http://www.apache.org/licenses/LICENSE-2.0 */ /* */ /* Unless required by applicable law or agreed to in writing, software */ /* distributed under the License is distributed on an "AS IS" BASIS, */ /* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or */ /* implied. See the License for the specific language governing */ /* permissions and limitations under the License. */ /**************************************************************************/ #ifndef METAL_OBJECTS_H #define METAL_OBJECTS_H #import "metal_device_properties.h" #import "metal_utils.h" #import "pixel_formats.h" #import "servers/rendering/rendering_device_driver.h" #import #import #import #import #import #import #import // These types can be used in Vector and other containers that use // pointer operations not supported by ARC. namespace MTL { #define MTL_CLASS(name) \ class name { \ public: \ name(id obj = nil) : m_obj(obj) {} \ operator id() const { return m_obj; } \ id m_obj; \ }; MTL_CLASS(Texture) } //namespace MTL enum ShaderStageUsage : uint32_t { None = 0, Vertex = RDD::SHADER_STAGE_VERTEX_BIT, Fragment = RDD::SHADER_STAGE_FRAGMENT_BIT, TesselationControl = RDD::SHADER_STAGE_TESSELATION_CONTROL_BIT, TesselationEvaluation = RDD::SHADER_STAGE_TESSELATION_EVALUATION_BIT, Compute = RDD::SHADER_STAGE_COMPUTE_BIT, }; _FORCE_INLINE_ ShaderStageUsage &operator|=(ShaderStageUsage &p_a, int p_b) { p_a = ShaderStageUsage(uint32_t(p_a) | uint32_t(p_b)); return p_a; } enum class MDCommandBufferStateType { None, Render, Compute, Blit, }; enum class MDPipelineType { None, Render, Compute, }; class MDRenderPass; class MDPipeline; class MDRenderPipeline; class MDComputePipeline; class MDFrameBuffer; class RenderingDeviceDriverMetal; class MDUniformSet; class MDShader; #pragma mark - Resource Factory struct ClearAttKey { const static uint32_t COLOR_COUNT = MAX_COLOR_ATTACHMENT_COUNT; const static uint32_t DEPTH_INDEX = COLOR_COUNT; const static uint32_t STENCIL_INDEX = DEPTH_INDEX + 1; const static uint32_t ATTACHMENT_COUNT = STENCIL_INDEX + 1; uint16_t sample_count = 0; uint16_t pixel_formats[ATTACHMENT_COUNT] = { 0 }; _FORCE_INLINE_ void set_color_format(uint32_t p_idx, MTLPixelFormat p_fmt) { pixel_formats[p_idx] = p_fmt; } _FORCE_INLINE_ void set_depth_format(MTLPixelFormat p_fmt) { pixel_formats[DEPTH_INDEX] = p_fmt; } _FORCE_INLINE_ void set_stencil_format(MTLPixelFormat p_fmt) { pixel_formats[STENCIL_INDEX] = p_fmt; } _FORCE_INLINE_ MTLPixelFormat depth_format() const { return (MTLPixelFormat)pixel_formats[DEPTH_INDEX]; } _FORCE_INLINE_ MTLPixelFormat stencil_format() const { return (MTLPixelFormat)pixel_formats[STENCIL_INDEX]; } _FORCE_INLINE_ bool is_enabled(uint32_t p_idx) const { return pixel_formats[p_idx] != 0; } _FORCE_INLINE_ bool is_depth_enabled() const { return pixel_formats[DEPTH_INDEX] != 0; } _FORCE_INLINE_ bool is_stencil_enabled() const { return pixel_formats[STENCIL_INDEX] != 0; } _FORCE_INLINE_ bool operator==(const ClearAttKey &p_rhs) const { return memcmp(this, &p_rhs, sizeof(ClearAttKey)) == 0; } uint32_t hash() const { uint32_t h = hash_murmur3_one_32(sample_count); h = hash_murmur3_buffer(pixel_formats, ATTACHMENT_COUNT * sizeof(pixel_formats[0]), h); return h; } }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDResourceFactory { private: RenderingDeviceDriverMetal *device_driver; id new_func(NSString *p_source, NSString *p_name, NSError **p_error); id new_clear_vert_func(ClearAttKey &p_key); id new_clear_frag_func(ClearAttKey &p_key); NSString *get_format_type_string(MTLPixelFormat p_fmt); public: id new_clear_pipeline_state(ClearAttKey &p_key, NSError **p_error); id new_depth_stencil_state(bool p_use_depth, bool p_use_stencil); MDResourceFactory(RenderingDeviceDriverMetal *p_device_driver) : device_driver(p_device_driver) {} ~MDResourceFactory() = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDResourceCache { private: typedef HashMap, HashableHasher> HashMap; std::unique_ptr resource_factory; HashMap clear_states; struct { id all; id depth_only; id stencil_only; id none; } clear_depth_stencil_state; public: id get_clear_render_pipeline_state(ClearAttKey &p_key, NSError **p_error); id get_depth_stencil_state(bool p_use_depth, bool p_use_stencil); explicit MDResourceCache(RenderingDeviceDriverMetal *p_device_driver) : resource_factory(new MDResourceFactory(p_device_driver)) {} ~MDResourceCache() = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDCommandBuffer { private: RenderingDeviceDriverMetal *device_driver = nullptr; id queue = nil; id commandBuffer = nil; void _end_compute_dispatch(); void _end_blit(); #pragma mark - Render void _render_set_dirty_state(); void _render_bind_uniform_sets(); static void _populate_vertices(simd::float4 *p_vertices, Size2i p_fb_size, VectorView p_rects); static uint32_t _populate_vertices(simd::float4 *p_vertices, uint32_t p_index, Rect2i const &p_rect, Size2i p_fb_size); void _end_render_pass(); void _render_clear_render_area(); public: MDCommandBufferStateType type = MDCommandBufferStateType::None; struct RenderState { MDRenderPass *pass = nullptr; MDFrameBuffer *frameBuffer = nullptr; MDRenderPipeline *pipeline = nullptr; LocalVector clear_values; LocalVector viewports; LocalVector scissors; std::optional blend_constants; uint32_t current_subpass = UINT32_MAX; Rect2i render_area = {}; bool is_rendering_entire_area = false; MTLRenderPassDescriptor *desc = nil; id encoder = nil; id __unsafe_unretained index_buffer = nil; // Buffer is owned by RDD. MTLIndexType index_type = MTLIndexTypeUInt16; LocalVector __unsafe_unretained> vertex_buffers; LocalVector vertex_offsets; // clang-format off enum DirtyFlag: uint8_t { DIRTY_NONE = 0b0000'0000, DIRTY_PIPELINE = 0b0000'0001, //! pipeline state DIRTY_UNIFORMS = 0b0000'0010, //! uniform sets DIRTY_DEPTH = 0b0000'0100, //! depth / stenci state DIRTY_VERTEX = 0b0000'1000, //! vertex buffers DIRTY_VIEWPORT = 0b0001'0000, //! viewport rectangles DIRTY_SCISSOR = 0b0010'0000, //! scissor rectangles DIRTY_BLEND = 0b0100'0000, //! blend state DIRTY_RASTER = 0b1000'0000, //! encoder state like cull mode DIRTY_ALL = 0xff, }; // clang-format on BitField dirty = DIRTY_NONE; LocalVector uniform_sets; // Bit mask of the uniform sets that are dirty, to prevent redundant binding. uint64_t uniform_set_mask = 0; _FORCE_INLINE_ void reset() { pass = nil; frameBuffer = nil; pipeline = nil; current_subpass = UINT32_MAX; render_area = {}; is_rendering_entire_area = false; desc = nil; encoder = nil; index_buffer = nil; index_type = MTLIndexTypeUInt16; dirty = DIRTY_NONE; uniform_sets.clear(); uniform_set_mask = 0; clear_values.clear(); viewports.clear(); scissors.clear(); blend_constants.reset(); vertex_buffers.clear(); vertex_offsets.clear(); } _FORCE_INLINE_ void mark_viewport_dirty() { if (viewports.is_empty()) { return; } dirty.set_flag(DirtyFlag::DIRTY_VIEWPORT); } _FORCE_INLINE_ void mark_scissors_dirty() { if (scissors.is_empty()) { return; } dirty.set_flag(DirtyFlag::DIRTY_SCISSOR); } _FORCE_INLINE_ void mark_vertex_dirty() { if (vertex_buffers.is_empty()) { return; } dirty.set_flag(DirtyFlag::DIRTY_VERTEX); } _FORCE_INLINE_ void mark_uniforms_dirty(std::initializer_list l) { if (uniform_sets.is_empty()) { return; } for (uint32_t i : l) { if (i < uniform_sets.size() && uniform_sets[i] != nullptr) { uniform_set_mask |= 1 << i; } } dirty.set_flag(DirtyFlag::DIRTY_UNIFORMS); } _FORCE_INLINE_ void mark_uniforms_dirty(void) { if (uniform_sets.is_empty()) { return; } for (uint32_t i = 0; i < uniform_sets.size(); i++) { if (uniform_sets[i] != nullptr) { uniform_set_mask |= 1 << i; } } dirty.set_flag(DirtyFlag::DIRTY_UNIFORMS); } MTLScissorRect clip_to_render_area(MTLScissorRect p_rect) const { uint32_t raLeft = render_area.position.x; uint32_t raRight = raLeft + render_area.size.width; uint32_t raBottom = render_area.position.y; uint32_t raTop = raBottom + render_area.size.height; p_rect.x = CLAMP(p_rect.x, raLeft, MAX(raRight - 1, raLeft)); p_rect.y = CLAMP(p_rect.y, raBottom, MAX(raTop - 1, raBottom)); p_rect.width = MIN(p_rect.width, raRight - p_rect.x); p_rect.height = MIN(p_rect.height, raTop - p_rect.y); return p_rect; } Rect2i clip_to_render_area(Rect2i p_rect) const { int32_t raLeft = render_area.position.x; int32_t raRight = raLeft + render_area.size.width; int32_t raBottom = render_area.position.y; int32_t raTop = raBottom + render_area.size.height; p_rect.position.x = CLAMP(p_rect.position.x, raLeft, MAX(raRight - 1, raLeft)); p_rect.position.y = CLAMP(p_rect.position.y, raBottom, MAX(raTop - 1, raBottom)); p_rect.size.width = MIN(p_rect.size.width, raRight - p_rect.position.x); p_rect.size.height = MIN(p_rect.size.height, raTop - p_rect.position.y); return p_rect; } } render; // State specific for a compute pass. struct { MDComputePipeline *pipeline = nullptr; id encoder = nil; _FORCE_INLINE_ void reset() { pipeline = nil; encoder = nil; } } compute; // State specific to a blit pass. struct { id encoder = nil; _FORCE_INLINE_ void reset() { encoder = nil; } } blit; _FORCE_INLINE_ id get_command_buffer() const { return commandBuffer; } void begin(); void commit(); void end(); id blit_command_encoder(); void encodeRenderCommandEncoderWithDescriptor(MTLRenderPassDescriptor *p_desc, NSString *p_label); void bind_pipeline(RDD::PipelineID p_pipeline); #pragma mark - Render Commands void render_bind_uniform_set(RDD::UniformSetID p_uniform_set, RDD::ShaderID p_shader, uint32_t p_set_index); void render_clear_attachments(VectorView p_attachment_clears, VectorView p_rects); void render_set_viewport(VectorView p_viewports); void render_set_scissor(VectorView p_scissors); void render_set_blend_constants(const Color &p_constants); void render_begin_pass(RDD::RenderPassID p_render_pass, RDD::FramebufferID p_frameBuffer, RDD::CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView p_clear_values); void render_next_subpass(); void render_draw(uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance); void render_bind_vertex_buffers(uint32_t p_binding_count, const RDD::BufferID *p_buffers, const uint64_t *p_offsets); void render_bind_index_buffer(RDD::BufferID p_buffer, RDD::IndexBufferFormat p_format, uint64_t p_offset); void render_draw_indexed(uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance); void render_draw_indexed_indirect(RDD::BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride); void render_draw_indexed_indirect_count(RDD::BufferID p_indirect_buffer, uint64_t p_offset, RDD::BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride); void render_draw_indirect(RDD::BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride); void render_draw_indirect_count(RDD::BufferID p_indirect_buffer, uint64_t p_offset, RDD::BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride); void render_end_pass(); #pragma mark - Compute Commands void compute_bind_uniform_set(RDD::UniformSetID p_uniform_set, RDD::ShaderID p_shader, uint32_t p_set_index); void compute_dispatch(uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups); void compute_dispatch_indirect(RDD::BufferID p_indirect_buffer, uint64_t p_offset); MDCommandBuffer(id p_queue, RenderingDeviceDriverMetal *p_device_driver) : device_driver(p_device_driver), queue(p_queue) { type = MDCommandBufferStateType::None; } MDCommandBuffer() = default; }; #if (TARGET_OS_OSX && __MAC_OS_X_VERSION_MAX_ALLOWED < 140000) || (TARGET_OS_IOS && __IPHONE_OS_VERSION_MAX_ALLOWED < 170000) #define MTLBindingAccess MTLArgumentAccess #define MTLBindingAccessReadOnly MTLArgumentAccessReadOnly #define MTLBindingAccessReadWrite MTLArgumentAccessReadWrite #define MTLBindingAccessWriteOnly MTLArgumentAccessWriteOnly #endif struct API_AVAILABLE(macos(11.0), ios(14.0)) BindingInfo { MTLDataType dataType = MTLDataTypeNone; uint32_t index = 0; MTLBindingAccess access = MTLBindingAccessReadOnly; MTLResourceUsage usage = 0; MTLTextureType textureType = MTLTextureType2D; spv::ImageFormat imageFormat = spv::ImageFormatUnknown; uint32_t arrayLength = 0; bool isMultisampled = false; inline MTLArgumentDescriptor *new_argument_descriptor() const { MTLArgumentDescriptor *desc = MTLArgumentDescriptor.argumentDescriptor; desc.dataType = dataType; desc.index = index; desc.access = access; desc.textureType = textureType; desc.arrayLength = arrayLength; return desc; } size_t serialize_size() const { return sizeof(uint32_t) * 8 /* 8 uint32_t fields */; } template void serialize(W &p_writer) const { p_writer.write((uint32_t)dataType); p_writer.write(index); p_writer.write((uint32_t)access); p_writer.write((uint32_t)usage); p_writer.write((uint32_t)textureType); p_writer.write(imageFormat); p_writer.write(arrayLength); p_writer.write(isMultisampled); } template void deserialize(R &p_reader) { p_reader.read((uint32_t &)dataType); p_reader.read(index); p_reader.read((uint32_t &)access); p_reader.read((uint32_t &)usage); p_reader.read((uint32_t &)textureType); p_reader.read((uint32_t &)imageFormat); p_reader.read(arrayLength); p_reader.read(isMultisampled); } }; using RDC = RenderingDeviceCommons; typedef API_AVAILABLE(macos(11.0), ios(14.0)) HashMap BindingInfoMap; struct API_AVAILABLE(macos(11.0), ios(14.0)) UniformInfo { uint32_t binding; ShaderStageUsage active_stages = None; BindingInfoMap bindings; BindingInfoMap bindings_secondary; }; struct API_AVAILABLE(macos(11.0), ios(14.0)) UniformSet { LocalVector uniforms; uint32_t buffer_size = 0; HashMap offsets; HashMap> encoders; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDShader { public: CharString name; Vector sets; virtual void encode_push_constant_data(VectorView p_data, MDCommandBuffer *p_cb) = 0; MDShader(CharString p_name, Vector p_sets) : name(p_name), sets(p_sets) {} virtual ~MDShader() = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDComputeShader final : public MDShader { public: struct { uint32_t binding = -1; uint32_t size = 0; } push_constants; MTLSize local = {}; id kernel; #if DEV_ENABLED CharString kernel_source; #endif void encode_push_constant_data(VectorView p_data, MDCommandBuffer *p_cb) final; MDComputeShader(CharString p_name, Vector p_sets, id p_kernel); ~MDComputeShader() override = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDRenderShader final : public MDShader { public: struct { struct { int32_t binding = -1; uint32_t size = 0; } vert; struct { int32_t binding = -1; uint32_t size = 0; } frag; } push_constants; id vert; id frag; #if DEV_ENABLED CharString vert_source; CharString frag_source; #endif void encode_push_constant_data(VectorView p_data, MDCommandBuffer *p_cb) final; MDRenderShader(CharString p_name, Vector p_sets, id p_vert, id p_frag); ~MDRenderShader() override = default; }; enum StageResourceUsage : uint32_t { VertexRead = (MTLResourceUsageRead << RDD::SHADER_STAGE_VERTEX * 2), VertexWrite = (MTLResourceUsageWrite << RDD::SHADER_STAGE_VERTEX * 2), FragmentRead = (MTLResourceUsageRead << RDD::SHADER_STAGE_FRAGMENT * 2), FragmentWrite = (MTLResourceUsageWrite << RDD::SHADER_STAGE_FRAGMENT * 2), TesselationControlRead = (MTLResourceUsageRead << RDD::SHADER_STAGE_TESSELATION_CONTROL * 2), TesselationControlWrite = (MTLResourceUsageWrite << RDD::SHADER_STAGE_TESSELATION_CONTROL * 2), TesselationEvaluationRead = (MTLResourceUsageRead << RDD::SHADER_STAGE_TESSELATION_EVALUATION * 2), TesselationEvaluationWrite = (MTLResourceUsageWrite << RDD::SHADER_STAGE_TESSELATION_EVALUATION * 2), ComputeRead = (MTLResourceUsageRead << RDD::SHADER_STAGE_COMPUTE * 2), ComputeWrite = (MTLResourceUsageWrite << RDD::SHADER_STAGE_COMPUTE * 2), }; _FORCE_INLINE_ StageResourceUsage &operator|=(StageResourceUsage &p_a, uint32_t p_b) { p_a = StageResourceUsage(uint32_t(p_a) | p_b); return p_a; } _FORCE_INLINE_ StageResourceUsage stage_resource_usage(RDC::ShaderStage p_stage, MTLResourceUsage p_usage) { return StageResourceUsage(p_usage << (p_stage * 2)); } _FORCE_INLINE_ MTLResourceUsage resource_usage_for_stage(StageResourceUsage p_usage, RDC::ShaderStage p_stage) { return MTLResourceUsage((p_usage >> (p_stage * 2)) & 0b11); } template <> struct HashMapComparatorDefault { static bool compare(const RDD::ShaderID &p_lhs, const RDD::ShaderID &p_rhs) { return p_lhs.id == p_rhs.id; } }; struct BoundUniformSet { id buffer; HashMap, StageResourceUsage> bound_resources; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDUniformSet { public: uint32_t index; LocalVector uniforms; HashMap bound_uniforms; BoundUniformSet &boundUniformSetForShader(MDShader *p_shader, id p_device); }; enum class MDAttachmentType : uint8_t { None = 0, Color = 1 << 0, Depth = 1 << 1, Stencil = 1 << 2, }; _FORCE_INLINE_ MDAttachmentType &operator|=(MDAttachmentType &p_a, MDAttachmentType p_b) { flags::set(p_a, p_b); return p_a; } _FORCE_INLINE_ bool operator&(MDAttachmentType p_a, MDAttachmentType p_b) { return uint8_t(p_a) & uint8_t(p_b); } struct MDSubpass { uint32_t subpass_index = 0; LocalVector input_references; LocalVector color_references; RDD::AttachmentReference depth_stencil_reference; LocalVector resolve_references; MTLFmtCaps getRequiredFmtCapsForAttachmentAt(uint32_t p_index) const; }; struct API_AVAILABLE(macos(11.0), ios(14.0)) MDAttachment { private: uint32_t index = 0; uint32_t firstUseSubpassIndex = 0; uint32_t lastUseSubpassIndex = 0; public: MTLPixelFormat format = MTLPixelFormatInvalid; MDAttachmentType type = MDAttachmentType::None; MTLLoadAction loadAction = MTLLoadActionDontCare; MTLStoreAction storeAction = MTLStoreActionDontCare; MTLLoadAction stencilLoadAction = MTLLoadActionDontCare; MTLStoreAction stencilStoreAction = MTLStoreActionDontCare; uint32_t samples = 1; /*! * @brief Returns true if this attachment is first used in the given subpass. * @param p_subpass * @return */ _FORCE_INLINE_ bool isFirstUseOf(MDSubpass const &p_subpass) const { return p_subpass.subpass_index == firstUseSubpassIndex; } /*! * @brief Returns true if this attachment is last used in the given subpass. * @param p_subpass * @return */ _FORCE_INLINE_ bool isLastUseOf(MDSubpass const &p_subpass) const { return p_subpass.subpass_index == lastUseSubpassIndex; } void linkToSubpass(MDRenderPass const &p_pass); MTLStoreAction getMTLStoreAction(MDSubpass const &p_subpass, bool p_is_rendering_entire_area, bool p_has_resolve, bool p_can_resolve, bool p_is_stencil) const; bool configureDescriptor(MTLRenderPassAttachmentDescriptor *p_desc, PixelFormats &p_pf, MDSubpass const &p_subpass, id p_attachment, bool p_is_rendering_entire_area, bool p_has_resolve, bool p_can_resolve, bool p_is_stencil) const; /** Returns whether this attachment should be cleared in the subpass. */ bool shouldClear(MDSubpass const &p_subpass, bool p_is_stencil) const; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDRenderPass { public: Vector attachments; Vector subpasses; uint32_t get_sample_count() const { return attachments.is_empty() ? 1 : attachments[0].samples; } MDRenderPass(Vector &p_attachments, Vector &p_subpasses); }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDPipeline { public: MDPipelineType type; explicit MDPipeline(MDPipelineType p_type) : type(p_type) {} virtual ~MDPipeline() = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDRenderPipeline final : public MDPipeline { public: id state = nil; id depth_stencil = nil; uint32_t push_constant_size = 0; uint32_t push_constant_stages_mask = 0; SampleCount sample_count = SampleCount1; struct { MTLCullMode cull_mode = MTLCullModeNone; MTLTriangleFillMode fill_mode = MTLTriangleFillModeFill; MTLDepthClipMode clip_mode = MTLDepthClipModeClip; MTLWinding winding = MTLWindingClockwise; MTLPrimitiveType render_primitive = MTLPrimitiveTypePoint; struct { bool enabled = false; } depth_test; struct { bool enabled = false; float depth_bias = 0.0; float slope_scale = 0.0; float clamp = 0.0; _FORCE_INLINE_ void apply(id __unsafe_unretained p_enc) const { if (!enabled) { return; } [p_enc setDepthBias:depth_bias slopeScale:slope_scale clamp:clamp]; } } depth_bias; struct { bool enabled = false; uint32_t front_reference = 0; uint32_t back_reference = 0; _FORCE_INLINE_ void apply(id __unsafe_unretained p_enc) const { if (!enabled) return; [p_enc setStencilFrontReferenceValue:front_reference backReferenceValue:back_reference]; }; } stencil; struct { bool enabled = false; float r = 0.0; float g = 0.0; float b = 0.0; float a = 0.0; _FORCE_INLINE_ void apply(id __unsafe_unretained p_enc) const { //if (!enabled) // return; [p_enc setBlendColorRed:r green:g blue:b alpha:a]; }; } blend; _FORCE_INLINE_ void apply(id __unsafe_unretained p_enc) const { [p_enc setCullMode:cull_mode]; [p_enc setTriangleFillMode:fill_mode]; [p_enc setDepthClipMode:clip_mode]; [p_enc setFrontFacingWinding:winding]; depth_bias.apply(p_enc); stencil.apply(p_enc); blend.apply(p_enc); } } raster_state; MDRenderShader *shader = nil; MDRenderPipeline() : MDPipeline(MDPipelineType::Render) {} ~MDRenderPipeline() final = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDComputePipeline final : public MDPipeline { public: id state = nil; struct { MTLSize local = {}; } compute_state; MDComputeShader *shader = nil; explicit MDComputePipeline(id p_state) : MDPipeline(MDPipelineType::Compute), state(p_state) {} ~MDComputePipeline() final = default; }; class API_AVAILABLE(macos(11.0), ios(14.0)) MDFrameBuffer { public: Vector textures; Size2i size; MDFrameBuffer(Vector p_textures, Size2i p_size) : textures(p_textures), size(p_size) {} MDFrameBuffer() {} virtual ~MDFrameBuffer() = default; }; // These functions are used to convert between Objective-C objects and // the RIDs used by Godot, respecting automatic reference counting. namespace rid { // Converts an Objective-C object to a pointer, and incrementing the // reference count. _FORCE_INLINE_ void *owned(id p_id) { return (__bridge_retained void *)p_id; } #define MAKE_ID(FROM, TO) \ _FORCE_INLINE_ TO make(FROM p_obj) { return TO(owned(p_obj)); } MAKE_ID(id, RDD::TextureID) MAKE_ID(id, RDD::BufferID) MAKE_ID(id, RDD::SamplerID) MAKE_ID(MTLVertexDescriptor *, RDD::VertexFormatID) MAKE_ID(id, RDD::CommandPoolID) // Converts a pointer to an Objective-C object without changing the reference count. _FORCE_INLINE_ auto get(RDD::ID p_id) { return (p_id.id) ? (__bridge ::id)(void *)p_id.id : nil; } // Converts a pointer to an Objective-C object, and decrements the reference count. _FORCE_INLINE_ auto release(RDD::ID p_id) { return (__bridge_transfer ::id)(void *)p_id.id; } } // namespace rid #endif // METAL_OBJECTS_H