84 lines
3.0 KiB
C++
84 lines
3.0 KiB
C++
/*
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* Copyright 2021 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// clang-format off
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/* Open the Metal kernel context class
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* Necessary to access resource bindings */
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class MetalKernelContext {
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public:
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constant KernelParamsMetal &launch_params_metal;
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constant MetalAncillaries *metal_ancillaries;
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MetalKernelContext(constant KernelParamsMetal &_launch_params_metal, constant MetalAncillaries * _metal_ancillaries)
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: launch_params_metal(_launch_params_metal), metal_ancillaries(_metal_ancillaries)
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{}
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MetalKernelContext(constant KernelParamsMetal &_launch_params_metal)
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: launch_params_metal(_launch_params_metal)
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{}
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/* texture fetch adapter functions */
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typedef uint64_t ccl_gpu_tex_object;
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template<typename T>
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inline __attribute__((__always_inline__))
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T ccl_gpu_tex_object_read_2D(ccl_gpu_tex_object tex, float x, float y) const {
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kernel_assert(0);
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return 0;
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}
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template<typename T>
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inline __attribute__((__always_inline__))
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T ccl_gpu_tex_object_read_3D(ccl_gpu_tex_object tex, float x, float y, float z) const {
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kernel_assert(0);
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return 0;
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}
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// texture2d
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template<>
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inline __attribute__((__always_inline__))
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float4 ccl_gpu_tex_object_read_2D(ccl_gpu_tex_object tex, float x, float y) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return metal_ancillaries->textures_2d[tid].tex.sample(metal_samplers[sid], float2(x, y));
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}
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template<>
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inline __attribute__((__always_inline__))
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float ccl_gpu_tex_object_read_2D(ccl_gpu_tex_object tex, float x, float y) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return metal_ancillaries->textures_2d[tid].tex.sample(metal_samplers[sid], float2(x, y)).x;
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}
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// texture3d
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template<>
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inline __attribute__((__always_inline__))
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float4 ccl_gpu_tex_object_read_3D(ccl_gpu_tex_object tex, float x, float y, float z) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return metal_ancillaries->textures_3d[tid].tex.sample(metal_samplers[sid], float3(x, y, z));
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}
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template<>
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inline __attribute__((__always_inline__))
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float ccl_gpu_tex_object_read_3D(ccl_gpu_tex_object tex, float x, float y, float z) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return metal_ancillaries->textures_3d[tid].tex.sample(metal_samplers[sid], float3(x, y, z)).x;
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}
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# include "kernel/device/gpu/image.h"
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// clang-format on
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