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[macOS] Selectively bake "no image atomics" shader variants.
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@@ -57,62 +57,105 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
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Vector<String> variants;
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variants.push_back("");
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variants.push_back("\n#define USE_ATTACHMENT\n");
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variants.push_back("\n#define MOLTENVK_USED\n");
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variants.push_back("\n#define USE_ATTACHMENT\n#define MOLTENVK_USED\n");
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variants.push_back("\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define USE_ATTACHMENT\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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ClusterRender::ShaderVariant shader_variant;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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fb_format = RD::get_singleton()->framebuffer_format_create_empty();
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RenderingDevice *rd = RD::get_singleton();
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if (rd->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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fb_format = rd->framebuffer_format_create_empty();
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blend_state = RD::PipelineColorBlendState::create_disabled();
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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shader_variant = ClusterRender::SHADER_NORMAL_MOLTENVK;
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} else {
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_NORMAL;
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} else {
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shader_variant = ClusterRender::SHADER_NORMAL_NO_ATOMICS;
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}
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#else
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shader_variant = ClusterRender::SHADER_NORMAL;
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_NORMAL;
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} else {
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shader_variant = ClusterRender::SHADER_NORMAL_NO_ATOMICS;
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}
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#endif
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} else {
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Vector<RD::AttachmentFormat> afs;
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afs.push_back(RD::AttachmentFormat());
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afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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fb_format = RD::get_singleton()->framebuffer_format_create(afs);
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fb_format = rd->framebuffer_format_create(afs);
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blend_state = RD::PipelineColorBlendState::create_blend();
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK;
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} else {
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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} else {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS;
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}
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#else
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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} else {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS;
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}
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#endif
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}
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cluster_render.cluster_render_shader.initialize(variants);
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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}
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#else
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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}
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#endif
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// Do not bake default (with "gl_HelperInvocation" and image atomics) variants for macOS/iOS Vulkan, but bake it for the rest of configs (including Metal).
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "ios_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "ios_forward_clustered_vulkan", false, true);
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// Bake no "gl_HelperInvocation" and no "image atomics" variants for macOS/iOS Vulkan only.
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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// Bake no "image atomics" variants for macOS/iOS/visionOS Metal only.
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "macos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "ios_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "visionos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "macos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "ios_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "visionos_forward_clustered_metal", true, false);
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, shader_variant);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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