213 lines
7.7 KiB
Rust
213 lines
7.7 KiB
Rust
use crate::draw_quad::MetalVertex;
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use crate::error::{FilterChainError, Result};
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use crate::select_optimal_pixel_format;
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use icrate::Foundation::NSString;
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use icrate::Metal::{
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MTLBlendFactorOneMinusSourceAlpha, MTLBlendFactorSourceAlpha, MTLClearColor, MTLCommandBuffer,
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MTLCommandEncoder, MTLDevice, MTLFunction, MTLLibrary, MTLLoadActionDontCare, MTLPixelFormat,
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MTLPrimitiveTopologyClassTriangle, MTLRenderCommandEncoder, MTLRenderPassDescriptor,
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MTLRenderPipelineColorAttachmentDescriptor, MTLRenderPipelineDescriptor,
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MTLRenderPipelineState, MTLScissorRect, MTLStoreActionStore, MTLTexture,
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MTLVertexAttributeDescriptor, MTLVertexBufferLayoutDescriptor, MTLVertexDescriptor,
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MTLVertexFormatFloat2, MTLVertexFormatFloat4, MTLVertexStepFunctionPerVertex, MTLViewport,
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};
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use librashader_reflect::back::msl::{CrossMslContext, NagaMslContext};
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use librashader_reflect::back::ShaderCompilerOutput;
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use librashader_runtime::render_target::RenderTarget;
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use objc2::rc::Id;
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use objc2::runtime::ProtocolObject;
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use std::mem::offset_of;
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/// This is only really plausible for SPIRV-Cross, for Naga we need to supply the next plausible binding.
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pub const VERTEX_BUFFER_INDEX: usize = 4;
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pub struct MetalGraphicsPipeline {
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pub layout: PipelineLayoutObjects,
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render_pipeline: Id<ProtocolObject<dyn MTLRenderPipelineState>>,
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pub render_pass_format: MTLPixelFormat,
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}
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pub struct PipelineLayoutObjects {
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_vertex_lib: Id<ProtocolObject<dyn MTLLibrary>>,
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_fragment_lib: Id<ProtocolObject<dyn MTLLibrary>>,
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vertex_entry: Id<ProtocolObject<dyn MTLFunction>>,
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fragment_entry: Id<ProtocolObject<dyn MTLFunction>>,
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}
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pub(crate) trait MslEntryPoint {
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fn entry_point() -> Id<NSString>;
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}
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impl MslEntryPoint for CrossMslContext {
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fn entry_point() -> Id<NSString> {
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NSString::from_str("main0")
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}
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}
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impl MslEntryPoint for NagaMslContext {
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fn entry_point() -> Id<NSString> {
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NSString::from_str("main_")
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}
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}
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impl PipelineLayoutObjects {
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pub fn new<T: MslEntryPoint>(
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shader_assembly: &ShaderCompilerOutput<String, T>,
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device: &ProtocolObject<dyn MTLDevice>,
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) -> Result<Self> {
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let entry = T::entry_point();
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let vertex = NSString::from_str(&shader_assembly.vertex);
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let vertex = device.newLibraryWithSource_options_error(&vertex, None)?;
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let vertex_entry = vertex
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.newFunctionWithName(&entry)
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.ok_or(FilterChainError::ShaderWrongEntryName)?;
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let fragment = NSString::from_str(&shader_assembly.fragment);
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let fragment = device.newLibraryWithSource_options_error(&fragment, None)?;
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let fragment_entry = fragment
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.newFunctionWithName(&entry)
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.ok_or(FilterChainError::ShaderWrongEntryName)?;
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Ok(Self {
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_vertex_lib: vertex,
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_fragment_lib: fragment,
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vertex_entry,
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fragment_entry,
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})
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}
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unsafe fn create_vertex_descriptor() -> Id<MTLVertexDescriptor> {
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let descriptor = MTLVertexDescriptor::new();
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let attributes = descriptor.attributes();
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let layouts = descriptor.layouts();
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let binding = MTLVertexBufferLayoutDescriptor::new();
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let position = MTLVertexAttributeDescriptor::new();
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let texcoord = MTLVertexAttributeDescriptor::new();
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// hopefully metal fills in vertices otherwise we'll need to use the vec4 stuff.
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position.setFormat(MTLVertexFormatFloat4);
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position.setBufferIndex(VERTEX_BUFFER_INDEX);
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position.setOffset(offset_of!(MetalVertex, position));
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texcoord.setFormat(MTLVertexFormatFloat2);
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texcoord.setBufferIndex(VERTEX_BUFFER_INDEX);
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texcoord.setOffset(offset_of!(MetalVertex, texcoord));
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attributes.setObject_atIndexedSubscript(Some(&position), 0);
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attributes.setObject_atIndexedSubscript(Some(&texcoord), 1);
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binding.setStepFunction(MTLVertexStepFunctionPerVertex);
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binding.setStride(std::mem::size_of::<MetalVertex>());
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layouts.setObject_atIndexedSubscript(Some(&binding), VERTEX_BUFFER_INDEX);
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descriptor
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}
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unsafe fn create_color_attachments(
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ca: Id<MTLRenderPipelineColorAttachmentDescriptor>,
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format: MTLPixelFormat,
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) -> Id<MTLRenderPipelineColorAttachmentDescriptor> {
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ca.setPixelFormat(select_optimal_pixel_format(format));
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ca.setBlendingEnabled(false);
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ca.setSourceAlphaBlendFactor(MTLBlendFactorSourceAlpha);
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ca.setSourceRGBBlendFactor(MTLBlendFactorSourceAlpha);
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ca.setDestinationAlphaBlendFactor(MTLBlendFactorOneMinusSourceAlpha);
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ca.setDestinationRGBBlendFactor(MTLBlendFactorOneMinusSourceAlpha);
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ca
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}
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pub fn create_pipeline(
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&self,
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device: &ProtocolObject<dyn MTLDevice>,
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format: MTLPixelFormat,
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) -> Result<Id<ProtocolObject<dyn MTLRenderPipelineState>>> {
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let descriptor = MTLRenderPipelineDescriptor::new();
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unsafe {
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let vertex = Self::create_vertex_descriptor();
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descriptor.setInputPrimitiveTopology(MTLPrimitiveTopologyClassTriangle);
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descriptor.setVertexDescriptor(Some(&vertex));
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let ca = descriptor.colorAttachments().objectAtIndexedSubscript(0);
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Self::create_color_attachments(ca, format);
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descriptor.setRasterSampleCount(1);
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descriptor.setVertexFunction(Some(&self.vertex_entry));
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descriptor.setFragmentFunction(Some(&self.fragment_entry));
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}
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Ok(device.newRenderPipelineStateWithDescriptor_error(descriptor.as_ref())?)
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}
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}
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impl MetalGraphicsPipeline {
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pub fn new<T: MslEntryPoint>(
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device: &ProtocolObject<dyn MTLDevice>,
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shader_assembly: &ShaderCompilerOutput<String, T>,
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render_pass_format: MTLPixelFormat,
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) -> Result<Self> {
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let layout = PipelineLayoutObjects::new(shader_assembly, device)?;
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let pipeline = layout.create_pipeline(device, render_pass_format)?;
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Ok(Self {
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layout,
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render_pipeline: pipeline,
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render_pass_format,
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})
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}
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pub fn recompile(
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&mut self,
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device: &ProtocolObject<dyn MTLDevice>,
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format: MTLPixelFormat,
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) -> Result<()> {
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let render_pipeline = self.layout.create_pipeline(device, format)?;
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self.render_pipeline = render_pipeline;
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Ok(())
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}
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pub fn begin_rendering<'pass>(
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&self,
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output: &RenderTarget<ProtocolObject<dyn MTLTexture>>,
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buffer: &ProtocolObject<dyn MTLCommandBuffer>,
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) -> Result<Id<ProtocolObject<dyn MTLRenderCommandEncoder>>> {
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unsafe {
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let descriptor = MTLRenderPassDescriptor::new();
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let ca = descriptor.colorAttachments().objectAtIndexedSubscript(0);
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ca.setLoadAction(MTLLoadActionDontCare);
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ca.setStoreAction(MTLStoreActionStore);
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ca.setTexture(Some(output.output));
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let rpass = buffer
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.renderCommandEncoderWithDescriptor(&descriptor)
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.ok_or(FilterChainError::FailedToCreateRenderPass)?;
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rpass.setLabel(Some(&*NSString::from_str("librashader rpass")));
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rpass.setRenderPipelineState(&self.render_pipeline);
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rpass.setScissorRect(MTLScissorRect {
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x: output.x as usize,
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y: output.y as usize,
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width: output.output.width(),
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height: output.output.height(),
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});
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rpass.setViewport(MTLViewport {
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originX: output.x as f64,
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originY: output.y as f64,
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width: output.output.width() as f64,
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height: output.output.height() as f64,
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znear: 0.0,
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zfar: 1.0,
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});
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Ok(rpass)
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}
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}
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}
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