mirror of https://github.com/axmolengine/axmol.git
337 lines
13 KiB
Plaintext
337 lines
13 KiB
Plaintext
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "RenderPipelineMTL.h"
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#include "DriverMTL.h"
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#include "RenderTargetMTL.h"
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#include "ShaderModuleMTL.h"
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#include "DepthStencilStateMTL.h"
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#include "UtilsMTL.h"
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#include "ProgramMTL.h"
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#include "xxhash.h"
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NS_AX_BACKEND_BEGIN
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namespace
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{
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MTLVertexStepFunction toMTLVertexStepFunction(VertexStepMode vertexStepMode)
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{
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if (VertexStepMode::VERTEX == vertexStepMode)
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return MTLVertexStepFunctionPerVertex;
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else
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return MTLVertexStepFunctionPerInstance;
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}
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MTLVertexFormat toMTLVertexFormat(VertexFormat vertexFormat, bool needNormalize)
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{
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MTLVertexFormat ret = MTLVertexFormatFloat4;
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switch (vertexFormat)
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{
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case VertexFormat::FLOAT4:
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ret = MTLVertexFormatFloat4;
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break;
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case VertexFormat::FLOAT3:
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ret = MTLVertexFormatFloat3;
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break;
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case VertexFormat::FLOAT2:
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ret = MTLVertexFormatFloat2;
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break;
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case VertexFormat::FLOAT:
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ret = MTLVertexFormatFloat;
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break;
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case VertexFormat::INT4:
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ret = MTLVertexFormatInt4;
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break;
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case VertexFormat::INT3:
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ret = MTLVertexFormatInt3;
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break;
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case VertexFormat::INT2:
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ret = MTLVertexFormatInt2;
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break;
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case VertexFormat::INT:
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ret = MTLVertexFormatInt;
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break;
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case VertexFormat::USHORT4:
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ret = MTLVertexFormatUShort4;
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break;
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case VertexFormat::USHORT2:
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ret = MTLVertexFormatUShort2;
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break;
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case VertexFormat::UBYTE4:
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if (needNormalize)
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ret = MTLVertexFormatUChar4Normalized;
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else
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ret = MTLVertexFormatUChar4;
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break;
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default:
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assert(false);
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break;
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}
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return ret;
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}
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MTLColorWriteMask toMTLColorWriteMask(ColorWriteMask mask)
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{
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switch (mask)
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{
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case ColorWriteMask::NONE:
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return MTLColorWriteMaskNone;
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case ColorWriteMask::RED:
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return MTLColorWriteMaskRed;
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case ColorWriteMask::GREEN:
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return MTLColorWriteMaskGreen;
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case ColorWriteMask::BLUE:
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return MTLColorWriteMaskBlue;
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case ColorWriteMask::ALPHA:
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return MTLColorWriteMaskAlpha;
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case ColorWriteMask::ALL:
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return MTLColorWriteMaskAll;
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}
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}
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MTLBlendFactor toMTLBlendFactor(BlendFactor factor)
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{
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switch (factor)
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{
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case BlendFactor::ZERO:
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return MTLBlendFactorZero;
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case BlendFactor::ONE:
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return MTLBlendFactorOne;
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case BlendFactor::SRC_COLOR:
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return MTLBlendFactorSourceColor;
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case BlendFactor::ONE_MINUS_SRC_COLOR:
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return MTLBlendFactorOneMinusSourceColor;
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case BlendFactor::SRC_ALPHA:
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return MTLBlendFactorSourceAlpha;
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case BlendFactor::ONE_MINUS_SRC_ALPHA:
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return MTLBlendFactorOneMinusSourceAlpha;
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case BlendFactor::DST_COLOR:
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return MTLBlendFactorDestinationColor;
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case BlendFactor::ONE_MINUS_DST_COLOR:
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return MTLBlendFactorOneMinusDestinationColor;
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case BlendFactor::DST_ALPHA:
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return MTLBlendFactorDestinationAlpha;
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case BlendFactor::ONE_MINUS_DST_ALPHA:
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return MTLBlendFactorOneMinusDestinationAlpha;
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case BlendFactor::SRC_ALPHA_SATURATE:
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return MTLBlendFactorSourceAlphaSaturated;
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case BlendFactor::BLEND_COLOR:
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return MTLBlendFactorBlendColor;
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default:
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return MTLBlendFactorZero;
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}
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}
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MTLBlendOperation toMTLBlendOperation(BlendOperation operation)
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{
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switch (operation)
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{
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case BlendOperation::ADD:
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return MTLBlendOperationAdd;
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case BlendOperation::SUBTRACT:
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return MTLBlendOperationSubtract;
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case BlendOperation::REVERSE_SUBTRACT:
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return MTLBlendOperationReverseSubtract;
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default:
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return MTLBlendOperationAdd;
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}
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}
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}
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RenderPipelineMTL::RenderPipelineMTL(id<MTLDevice> mtlDevice) : _mtlDevice(mtlDevice) {}
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void RenderPipelineMTL::update(const RenderTarget* renderTarget, const PipelineDescriptor& pipelineDescriptor)
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{
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struct
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{
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size_t vertexShaderHash;
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size_t fragmentShaderHash;
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unsigned int vertexLayoutInfo[32];
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backend::PixelFormat colorAttachment[MAX_COLOR_ATTCHMENT];
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backend::PixelFormat depthAttachment;
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backend::PixelFormat stencilAttachment;
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bool blendEnabled;
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unsigned int writeMask;
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unsigned int rgbBlendOperation;
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unsigned int alphaBlendOperation;
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unsigned int sourceRGBBlendFactor;
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unsigned int destinationRGBBlendFactor;
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unsigned int sourceAlphaBlendFactor;
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unsigned int destinationAlphaBlendFactor;
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} hashMe;
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memset(&hashMe, 0, sizeof(hashMe));
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const auto& blendDescriptor = pipelineDescriptor.blendDescriptor;
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chooseAttachmentFormat(renderTarget, _colorAttachmentsFormat, _depthAttachmentFormat, _stencilAttachmentFormat);
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auto program = static_cast<ProgramMTL*>(pipelineDescriptor.programState->getProgram());
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hashMe.vertexShaderHash = program->getVertexShader()->getHashValue();
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hashMe.fragmentShaderHash = program->getFragmentShader()->getHashValue();
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memcpy(&hashMe.colorAttachment, &_colorAttachmentsFormat, sizeof(_colorAttachmentsFormat));
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hashMe.depthAttachment = _depthAttachmentFormat;
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hashMe.stencilAttachment = _stencilAttachmentFormat;
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hashMe.blendEnabled = blendDescriptor.blendEnabled;
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hashMe.writeMask = (unsigned int)blendDescriptor.writeMask;
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hashMe.rgbBlendOperation = (unsigned int)blendDescriptor.rgbBlendOperation;
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hashMe.alphaBlendOperation = (unsigned int)blendDescriptor.alphaBlendOperation;
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hashMe.sourceRGBBlendFactor = (unsigned int)blendDescriptor.sourceRGBBlendFactor;
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hashMe.destinationRGBBlendFactor = (unsigned int)blendDescriptor.destinationRGBBlendFactor;
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hashMe.sourceAlphaBlendFactor = (unsigned int)blendDescriptor.sourceAlphaBlendFactor;
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hashMe.destinationAlphaBlendFactor = (unsigned int)blendDescriptor.destinationAlphaBlendFactor;
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int index = 0;
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auto vertexLayout = pipelineDescriptor.programState->getVertexLayout();
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const auto& attributes = vertexLayout->getAttributes();
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for (const auto& it : attributes)
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{
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auto& attribute = it.second;
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/*
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stepFunction:1 stride:15 offest:10 format:5 needNormalized:1
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bit31 bit30 ~ bit16 bit15 ~ bit6 bit5 ~ bit1 bit0
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*/
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hashMe.vertexLayoutInfo[index++] =
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((unsigned int)vertexLayout->getVertexStepMode() & 0x1) << 31 |
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((unsigned int)(vertexLayout->getStride() & 0x7FFF)) << 16 | ((unsigned int)attribute.offset & 0x3FF) << 6 |
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((unsigned int)attribute.format & 0x1F) << 1 | ((unsigned int)attribute.needToBeNormallized & 0x1);
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}
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unsigned int hash = XXH32((const void*)&hashMe, sizeof(hashMe), 0);
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auto it = _mtlStateCache.find(hash);
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if (it != _mtlStateCache.end())
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{
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_mtlRenderPipelineState = it->second;
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return;
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}
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_mtlRenderPipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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setShaderModules(pipelineDescriptor);
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setVertexLayout(_mtlRenderPipelineDescriptor, pipelineDescriptor);
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setBlendStateAndFormat(pipelineDescriptor.blendDescriptor);
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NSError* error = nil;
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_mtlRenderPipelineState = [_mtlDevice newRenderPipelineStateWithDescriptor:_mtlRenderPipelineDescriptor
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error:&error];
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if (error)
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NSLog(@"Can not create renderpipeline state: %@", error);
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[_mtlRenderPipelineDescriptor release];
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_mtlStateCache.emplace(hash, _mtlRenderPipelineState);
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}
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RenderPipelineMTL::~RenderPipelineMTL()
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{
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for (auto& item : _mtlStateCache)
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[item.second release];
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}
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void RenderPipelineMTL::setVertexLayout(MTLRenderPipelineDescriptor* mtlDescriptor,
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const PipelineDescriptor& descriptor)
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{
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auto vertexLayout = descriptor.programState->getVertexLayout();
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if (!vertexLayout->isValid())
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return;
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int stride = static_cast<int>(vertexLayout->getStride());
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auto vertexDesc = mtlDescriptor.vertexDescriptor;
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vertexDesc.layouts[DriverMTL::DEFAULT_ATTRIBS_BINDING_INDEX].stride = stride;
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vertexDesc.layouts[DriverMTL::DEFAULT_ATTRIBS_BINDING_INDEX].stepFunction =
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toMTLVertexStepFunction(vertexLayout->getVertexStepMode());
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const auto& attributes = vertexLayout->getAttributes();
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for (const auto& it : attributes)
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{
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auto attribute = it.second;
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vertexDesc.attributes[attribute.index].format =
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toMTLVertexFormat(attribute.format, attribute.needToBeNormallized);
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vertexDesc.attributes[attribute.index].offset = attribute.offset;
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// Buffer index will always be 0;
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vertexDesc.attributes[attribute.index].bufferIndex = DriverMTL::DEFAULT_ATTRIBS_BINDING_INDEX;
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}
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}
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void RenderPipelineMTL::setBlendState(MTLRenderPipelineColorAttachmentDescriptor* colorAttachmentDescriptor,
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const BlendDescriptor& blendDescriptor)
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{
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colorAttachmentDescriptor.blendingEnabled = blendDescriptor.blendEnabled;
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colorAttachmentDescriptor.writeMask = toMTLColorWriteMask(blendDescriptor.writeMask);
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colorAttachmentDescriptor.rgbBlendOperation = toMTLBlendOperation(blendDescriptor.rgbBlendOperation);
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colorAttachmentDescriptor.alphaBlendOperation = toMTLBlendOperation(blendDescriptor.alphaBlendOperation);
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colorAttachmentDescriptor.sourceRGBBlendFactor = toMTLBlendFactor(blendDescriptor.sourceRGBBlendFactor);
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colorAttachmentDescriptor.destinationRGBBlendFactor = toMTLBlendFactor(blendDescriptor.destinationRGBBlendFactor);
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colorAttachmentDescriptor.sourceAlphaBlendFactor = toMTLBlendFactor(blendDescriptor.sourceAlphaBlendFactor);
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colorAttachmentDescriptor.destinationAlphaBlendFactor =
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toMTLBlendFactor(blendDescriptor.destinationAlphaBlendFactor);
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}
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void RenderPipelineMTL::setShaderModules(const PipelineDescriptor& descriptor)
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{
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auto vertexShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getVertexShader();
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_mtlRenderPipelineDescriptor.vertexFunction = vertexShaderModule->getMTLFunction();
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auto fragShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getFragmentShader();
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_mtlRenderPipelineDescriptor.fragmentFunction = fragShaderModule->getMTLFunction();
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}
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void RenderPipelineMTL::chooseAttachmentFormat(const RenderTarget* renderTarget,
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PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT],
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PixelFormat& depthFormat,
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PixelFormat& stencilFormat)
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{
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// Choose color attachment format
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auto rtMTL = static_cast<const RenderTargetMTL*>(renderTarget);
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for (auto i = 0; i < MAX_COLOR_ATTCHMENT; ++i)
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colorAttachmentsFormat[i] = rtMTL->getColorAttachmentPixelFormat(i);
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depthFormat = rtMTL->getDepthAttachmentPixelFormat();
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stencilFormat = rtMTL->getStencilAttachmentPixelFormat();
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}
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void RenderPipelineMTL::setBlendStateAndFormat(const BlendDescriptor& blendDescriptor)
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{
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for (int i = 0; i < MAX_COLOR_ATTCHMENT; ++i)
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{
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if (PixelFormat::NONE == _colorAttachmentsFormat[i])
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{
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_mtlRenderPipelineDescriptor.colorAttachments[i].pixelFormat = MTLPixelFormat::MTLPixelFormatInvalid;
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continue;
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}
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_mtlRenderPipelineDescriptor.colorAttachments[i].pixelFormat =
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UtilsMTL::toMTLPixelFormat(_colorAttachmentsFormat[i]);
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setBlendState(_mtlRenderPipelineDescriptor.colorAttachments[i], blendDescriptor);
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}
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_mtlRenderPipelineDescriptor.depthAttachmentPixelFormat = UtilsMTL::toMTLPixelFormat(_depthAttachmentFormat);
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_mtlRenderPipelineDescriptor.stencilAttachmentPixelFormat = UtilsMTL::toMTLPixelFormat(_stencilAttachmentFormat);
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}
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NS_AX_BACKEND_END
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