/**************************************************************************/ /* metal_objects_shared.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. */ /**************************************************************************/ #pragma once #import "metal_device_properties.h" #import "metal_utils.h" using RDC = RenderingDeviceCommons; // 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; } 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; enum Flags : uint16_t { CLEAR_FLAGS_NONE = 0, CLEAR_FLAGS_LAYERED = 1 << 0, }; Flags flags = CLEAR_FLAGS_NONE; 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_ void enable_layered_rendering() { flags::set(flags, CLEAR_FLAGS_LAYERED); } _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 is_layered_rendering_enabled() const { return flags::any(flags, CLEAR_FLAGS_LAYERED); } _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(flags); h = hash_murmur3_one_32(sample_count, h); h = hash_murmur3_buffer(pixel_formats, ATTACHMENT_COUNT * sizeof(pixel_formats[0]), h); return hash_fmix32(h); } }; /** * Returns an index that can be used to map a shader stage to an index in a fixed-size array that is used for * a single pipeline type. */ _FORCE_INLINE_ static uint32_t to_index(RDD::ShaderStage p_s) { switch (p_s) { case RenderingDeviceCommons::SHADER_STAGE_VERTEX: case RenderingDeviceCommons::SHADER_STAGE_TESSELATION_CONTROL: case RenderingDeviceCommons::SHADER_STAGE_TESSELATION_EVALUATION: case RenderingDeviceCommons::SHADER_STAGE_COMPUTE: default: return 0; case RenderingDeviceCommons::SHADER_STAGE_FRAGMENT: return 1; } } class API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) MDFrameBuffer { Vector textures; public: Size2i size; MDFrameBuffer(Vector p_textures, Size2i p_size) : textures(p_textures), size(p_size) {} MDFrameBuffer() {} /// Returns the texture at the given index. _ALWAYS_INLINE_ MTL::Texture get_texture(uint32_t p_idx) const { return textures[p_idx]; } /// Returns true if the texture at the given index is not nil. _ALWAYS_INLINE_ bool has_texture(uint32_t p_idx) const { return textures[p_idx] != nil; } /// Set the texture at the given index. _ALWAYS_INLINE_ void set_texture(uint32_t p_idx, MTL::Texture p_texture) { textures.write[p_idx] = p_texture; } /// Unset or nil the texture at the given index. _ALWAYS_INLINE_ void unset_texture(uint32_t p_idx) { textures.write[p_idx] = nil; } /// Resizes buffers to the specified size. _ALWAYS_INLINE_ void set_texture_count(uint32_t p_size) { textures.resize(p_size); } 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)); \ } // These are shared for Metal and Metal 4 drivers MAKE_ID(id, RDD::TextureID) MAKE_ID(id, RDD::BufferID) MAKE_ID(id, RDD::SamplerID) MAKE_ID(MTLVertexDescriptor *, RDD::VertexFormatID) #undef MAKE_ID // 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