Files
test/source/blender/gpu/metal/mtl_primitive.hh
Thomas Dinges cc8ea6ac67 Metal: MTLShader and MTLShaderGenerator implementation.
Full support for translation and compilation of shaders in Metal, using
GPUShaderCreateInfo. Includes render pipeline state creation and management,
enabling all standard GPU viewport rendering features in Metal.

Authored by Apple: Michael Parkin-White, Marco Giordano

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15563
2022-09-01 22:28:40 +02:00

100 lines
2.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
*/
#pragma once
#include "BLI_assert.h"
#include "GPU_primitive.h"
#include <Metal/Metal.h>
namespace blender::gpu {
/** Utility functions **/
static inline MTLPrimitiveTopologyClass mtl_prim_type_to_topology_class(MTLPrimitiveType prim_type)
{
switch (prim_type) {
case MTLPrimitiveTypePoint:
return MTLPrimitiveTopologyClassPoint;
case MTLPrimitiveTypeLine:
case MTLPrimitiveTypeLineStrip:
return MTLPrimitiveTopologyClassLine;
case MTLPrimitiveTypeTriangle:
case MTLPrimitiveTypeTriangleStrip:
return MTLPrimitiveTopologyClassTriangle;
}
return MTLPrimitiveTopologyClassUnspecified;
}
static inline MTLPrimitiveType gpu_prim_type_to_metal(GPUPrimType prim_type)
{
switch (prim_type) {
case GPU_PRIM_POINTS:
return MTLPrimitiveTypePoint;
case GPU_PRIM_LINES:
case GPU_PRIM_LINES_ADJ:
case GPU_PRIM_LINE_LOOP:
return MTLPrimitiveTypeLine;
case GPU_PRIM_LINE_STRIP:
case GPU_PRIM_LINE_STRIP_ADJ:
return MTLPrimitiveTypeLineStrip;
case GPU_PRIM_TRIS:
case GPU_PRIM_TRI_FAN:
case GPU_PRIM_TRIS_ADJ:
return MTLPrimitiveTypeTriangle;
case GPU_PRIM_TRI_STRIP:
return MTLPrimitiveTypeTriangleStrip;
case GPU_PRIM_NONE:
return MTLPrimitiveTypePoint;
};
}
/* Certain primitive types are not supported in Metal, and require emulation.
* `GPU_PRIM_LINE_LOOP` and `GPU_PRIM_TRI_FAN` required index buffer patching.
* Adjacency types do not need emulation as the input structure is the same,
* and access is controlled from the vertex shader through SSBO vertex fetch.
* -- These Adj cases are only used in geometry shaders in OpenGL. */
static inline bool mtl_needs_topology_emulation(GPUPrimType prim_type)
{
BLI_assert(prim_type != GPU_PRIM_NONE);
switch (prim_type) {
case GPU_PRIM_LINE_LOOP:
case GPU_PRIM_TRI_FAN:
return true;
default:
return false;
}
return false;
}
static inline bool mtl_vertex_count_fits_primitive_type(uint32_t vertex_count,
MTLPrimitiveType prim_type)
{
if (vertex_count == 0) {
return false;
}
switch (prim_type) {
case MTLPrimitiveTypeLineStrip:
return (vertex_count > 1);
case MTLPrimitiveTypeLine:
return (vertex_count % 2 == 0);
case MTLPrimitiveTypePoint:
return (vertex_count > 0);
case MTLPrimitiveTypeTriangle:
return (vertex_count % 3 == 0);
case MTLPrimitiveTypeTriangleStrip:
return (vertex_count > 2);
}
BLI_assert(false);
return false;
}
} // namespace blender::gpu