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[macOS] Selectively bake specific shader variants for MoltenVK.

This commit is contained in:
Pāvels Nadtočajevs
2025-06-20 13:03:47 +03:00
parent d7cc121e64
commit a8873727ac
6 changed files with 87 additions and 9 deletions

View File

@@ -57,22 +57,62 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
Vector<String> variants;
variants.push_back("");
variants.push_back("\n#define USE_ATTACHMENT\n");
variants.push_back("\n#define MOLTENVK_USED\n");
variants.push_back("\n#define USE_ATTACHMENT\n#define MOLTENVK_USED\n");
ClusterRender::ShaderVariant shader_variant;
if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
fb_format = RD::get_singleton()->framebuffer_format_create_empty();
blend_state = RD::PipelineColorBlendState::create_disabled();
#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
shader_variant = ClusterRender::SHADER_NORMAL_MOLTENVK;
} else {
shader_variant = ClusterRender::SHADER_NORMAL;
}
#else
shader_variant = ClusterRender::SHADER_NORMAL;
#endif
} else {
Vector<RD::AttachmentFormat> afs;
afs.push_back(RD::AttachmentFormat());
afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
fb_format = RD::get_singleton()->framebuffer_format_create(afs);
blend_state = RD::PipelineColorBlendState::create_blend();
#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK;
} else {
shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
}
#else
shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
#endif
}
cluster_render.cluster_render_shader.initialize(variants);
#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
} else {
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
}
#else
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
#endif
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "macos_forward_clustered_vulkan", false, true);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "macos_forward_clustered_vulkan", false, true);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "ios_forward_clustered_vulkan", false, true);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "ios_forward_clustered_vulkan", false, true);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, shader_variant);
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);