Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
646 lines
21 KiB
C++
646 lines
21 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include <Cocoa/Cocoa.h>
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#include <Metal/Metal.h>
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#include <QuartzCore/QuartzCore.h>
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#include "BLI_assert.h"
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#include "MEM_guardedalloc.h"
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#include "gpu_texture_private.hh"
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#include "BLI_map.hh"
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#include "GPU_texture.h"
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#include <mutex>
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#include <thread>
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@class CAMetalLayer;
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@class MTLCommandQueue;
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@class MTLRenderPipelineState;
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struct GPUFrameBuffer;
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/* Texture Update system structs. */
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struct TextureUpdateRoutineSpecialisation {
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/* The METAL type of data in input array, e.g. half, float, short, int */
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std::string input_data_type;
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/* The type of the texture data texture2d<T,..>, e.g. T=float, half, int etc. */
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std::string output_data_type;
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/* Number of image channels provided in input texture data array (min=1, max=4). */
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int component_count_input;
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/* Number of channels the destination texture has (min=1, max=4). */
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int component_count_output;
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bool operator==(const TextureUpdateRoutineSpecialisation &other) const
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{
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return ((input_data_type == other.input_data_type) &&
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(output_data_type == other.output_data_type) &&
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(component_count_input == other.component_count_input) &&
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(component_count_output == other.component_count_output));
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}
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uint64_t hash() const
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{
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blender::DefaultHash<std::string> string_hasher;
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return (uint64_t)string_hasher(
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this->input_data_type + this->output_data_type +
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std::to_string((this->component_count_input << 8) + this->component_count_output));
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}
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};
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/* Type of data is being written to the depth target:
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* 0 = floating point (0.0 - 1.0)
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* 1 = 24 bit integer (0 - 2^24)
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* 2 = 32 bit integer (0 - 2^32) */
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enum DepthTextureUpdateMode {
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MTL_DEPTH_UPDATE_MODE_FLOAT = 0,
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MTL_DEPTH_UPDATE_MODE_INT24 = 1,
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MTL_DEPTH_UPDATE_MODE_INT32 = 2
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};
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struct DepthTextureUpdateRoutineSpecialisation {
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DepthTextureUpdateMode data_mode;
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bool operator==(const DepthTextureUpdateRoutineSpecialisation &other) const
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{
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return ((data_mode == other.data_mode));
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}
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uint64_t hash() const
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{
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return (uint64_t)(this->data_mode);
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}
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};
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/* Texture Read system structs. */
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struct TextureReadRoutineSpecialisation {
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std::string input_data_type;
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std::string output_data_type;
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int component_count_input;
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int component_count_output;
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/* Format for depth data.
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* 0 = Not a Depth format,
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* 1 = FLOAT DEPTH,
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* 2 = 24Bit Integer Depth,
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* 4 = 32bit Unsigned-Integer Depth. */
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int depth_format_mode;
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bool operator==(const TextureReadRoutineSpecialisation &other) const
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{
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return ((input_data_type == other.input_data_type) &&
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(output_data_type == other.output_data_type) &&
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(component_count_input == other.component_count_input) &&
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(component_count_output == other.component_count_output) &&
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(depth_format_mode == other.depth_format_mode));
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}
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uint64_t hash() const
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{
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blender::DefaultHash<std::string> string_hasher;
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return uint64_t(string_hasher(this->input_data_type + this->output_data_type +
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std::to_string((this->component_count_input << 8) +
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this->component_count_output +
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(this->depth_format_mode << 28))));
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}
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};
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namespace blender::gpu {
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class MTLContext;
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class MTLVertBuf;
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/* Metal Texture internal implementation. */
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static const int MTL_MAX_MIPMAP_COUNT = 15; /* Max: 16384x16384 */
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static const int MTL_MAX_FBO_ATTACHED = 16;
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/* Samplers */
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struct MTLSamplerState {
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GPUSamplerState state;
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/* Mip min and mip max on sampler state always the same.
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* Level range now controlled with textureView to be consistent with GL baseLevel. */
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bool operator==(const MTLSamplerState &other) const
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{
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/* Add other parameters as needed. */
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return (this->state == other.state);
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}
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operator uint() const
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{
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uint integer_representation = 0;
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integer_representation |= this->state.filtering;
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integer_representation |= this->state.extend_x << 8;
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integer_representation |= this->state.extend_yz << 12;
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integer_representation |= this->state.custom_type << 16;
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integer_representation |= this->state.type << 24;
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return integer_representation;
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}
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operator uint64_t() const
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{
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uint64_t integer_representation = 0;
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integer_representation |= this->state.filtering;
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integer_representation |= this->state.extend_x << 8;
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integer_representation |= this->state.extend_yz << 12;
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integer_representation |= this->state.custom_type << 16;
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integer_representation |= this->state.type << 24;
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return integer_representation;
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}
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};
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const MTLSamplerState DEFAULT_SAMPLER_STATE = {GPUSamplerState::default_sampler() /*, 0, 9999*/};
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class MTLTexture : public Texture {
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friend class MTLContext;
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friend class MTLStateManager;
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friend class MTLFrameBuffer;
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private:
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/* Where the textures data comes from. */
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enum {
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MTL_TEXTURE_MODE_DEFAULT, /* Texture is self-initialized (Standard). */
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MTL_TEXTURE_MODE_EXTERNAL, /* Texture source from external id<MTLTexture> handle */
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MTL_TEXTURE_MODE_VBO, /* Texture source initialized from VBO */
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MTL_TEXTURE_MODE_TEXTURE_VIEW /* Texture is a view into an existing texture. */
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} resource_mode_;
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/* 'baking' refers to the generation of GPU-backed resources. This flag ensures GPU resources are
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* ready. Baking is generally deferred until as late as possible, to ensure all associated
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* resource state has been specified up-front. */
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bool is_baked_ = false;
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MTLTextureDescriptor *texture_descriptor_ = nullptr;
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id<MTLTexture> texture_ = nil;
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/* Texture Storage. */
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id<MTLBuffer> texture_buffer_ = nil;
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size_t aligned_w_ = 0;
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/* Blit Frame-buffer. */
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GPUFrameBuffer *blit_fb_ = nullptr;
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uint blit_fb_slice_ = 0;
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uint blit_fb_mip_ = 0;
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/* Non-SRGB texture view, used for when a framebuffer is bound with SRGB disabled. */
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id<MTLTexture> texture_no_srgb_ = nil;
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/* Texture view properties */
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/* In Metal, we use texture views to either limit mipmap ranges,
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* , apply a swizzle mask, or both.
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*
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* We apply the mip limit in the view rather than in the sampler, as
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* certain effects and functionality such as textureSize rely on the base level
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* being modified.
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*
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* Texture views can also point to external textures, rather than the owned
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* texture if MTL_TEXTURE_MODE_TEXTURE_VIEW is used.
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* If this mode is used, source_texture points to a GPUTexture from which
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* we pull their texture handle as a root.
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*/
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const GPUTexture *source_texture_ = nullptr;
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enum TextureViewDirtyState {
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TEXTURE_VIEW_NOT_DIRTY = 0,
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TEXTURE_VIEW_SWIZZLE_DIRTY = (1 << 0),
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TEXTURE_VIEW_MIP_DIRTY = (1 << 1)
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};
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id<MTLTexture> mip_swizzle_view_ = nil;
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char tex_swizzle_mask_[4];
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MTLTextureSwizzleChannels mtl_swizzle_mask_;
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bool mip_range_dirty_ = false;
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bool texture_view_stencil_ = false;
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int mip_texture_base_level_ = 0;
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int mip_texture_max_level_ = 1000;
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int mip_texture_base_layer_ = 0;
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int texture_view_dirty_flags_ = TEXTURE_VIEW_NOT_DIRTY;
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/* Max mip-maps for currently allocated texture resource. */
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int mtl_max_mips_ = 1;
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bool has_generated_mips_ = false;
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/* VBO. */
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MTLVertBuf *vert_buffer_;
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id<MTLBuffer> vert_buffer_mtl_;
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/* Whether the texture's properties or state has changed (e.g. mipmap range), and re-baking of
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* GPU resource is required. */
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bool is_dirty_;
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bool is_bound_;
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public:
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MTLTexture(const char *name);
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MTLTexture(const char *name,
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eGPUTextureFormat format,
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eGPUTextureType type,
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id<MTLTexture> metal_texture);
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~MTLTexture();
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void update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data) override;
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void update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf) override;
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void generate_mipmap() override;
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void copy_to(Texture *dst) override;
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void clear(eGPUDataFormat format, const void *data) override;
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void swizzle_set(const char swizzle_mask[4]) override;
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void mip_range_set(int min, int max) override;
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void *read(int mip, eGPUDataFormat type) override;
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/* Remove once no longer required -- will just return 0 for now in MTL path. */
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uint gl_bindcode_get() const override;
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bool is_format_srgb();
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bool texture_is_baked();
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const char *get_name()
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{
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return name_;
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}
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id<MTLBuffer> get_vertex_buffer() const
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{
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if (resource_mode_ == MTL_TEXTURE_MODE_VBO) {
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return vert_buffer_mtl_;
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}
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return nil;
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}
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protected:
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bool init_internal() override;
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bool init_internal(GPUVertBuf *vbo) override;
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bool init_internal(GPUTexture *src,
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int mip_offset,
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int layer_offset,
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bool use_stencil) override; /* Texture View */
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private:
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/* Common Constructor, default initialization. */
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void mtl_texture_init();
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/* Post-construction and member initialization, prior to baking.
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* Called during init_internal */
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void prepare_internal();
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/* Generate Metal GPU resources and upload data if needed */
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void ensure_baked();
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/* Delete associated Metal GPU resources. */
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void reset();
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void ensure_mipmaps(int miplvl);
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/* Flags a given mip level as being used. */
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void add_subresource(uint level);
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void read_internal(int mip,
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int x_off,
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int y_off,
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int z_off,
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int width,
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int height,
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int depth,
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eGPUDataFormat desired_output_format,
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int num_output_components,
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size_t debug_data_size,
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void *r_data);
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void bake_mip_swizzle_view();
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id<MTLTexture> get_metal_handle();
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id<MTLTexture> get_metal_handle_base();
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id<MTLTexture> get_non_srgb_handle();
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MTLSamplerState get_sampler_state();
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void blit(id<MTLBlitCommandEncoder> blit_encoder,
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uint src_x_offset,
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uint src_y_offset,
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uint src_z_offset,
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uint src_slice,
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uint src_mip,
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gpu::MTLTexture *dest,
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uint dst_x_offset,
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uint dst_y_offset,
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uint dst_z_offset,
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uint dst_slice,
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uint dst_mip,
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uint width,
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uint height,
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uint depth);
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void blit(gpu::MTLTexture *dest,
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uint src_x_offset,
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uint src_y_offset,
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uint dst_x_offset,
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uint dst_y_offset,
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uint src_mip,
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uint dst_mip,
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uint dst_slice,
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int width,
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int height);
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GPUFrameBuffer *get_blit_framebuffer(uint dst_slice, uint dst_mip);
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/* Texture Update function Utilities. */
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/* Metal texture updating does not provide the same range of functionality for type conversion
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* and format compatibility as are available in OpenGL. To achieve the same level of
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* functionality, we need to instead use compute kernels to perform texture data conversions
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* where appropriate.
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* There are a number of different inputs which affect permutations and thus require different
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* shaders and PSOs, such as:
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* - Texture format
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* - Texture type (e.g. 2D, 3D, 2D Array, Depth etc;)
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* - Source data format and component count (e.g. floating point)
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*
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* MECHANISM:
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*
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* blender::map<INPUT DEFINES STRUCT, compute PSO> update_2d_array_kernel_psos;
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* - Generate compute shader with configured kernel below with variable parameters depending
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* on input/output format configurations. Do not need to keep source or descriptors around,
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* just PSO, as same input defines will always generate the same code.
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*
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* - IF datatype IS an exact match e.g. :
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* - Per-component size matches (e.g. GPU_DATA_UBYTE)
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* OR GPU_DATA_10_11_11_REV && GPU_R11G11B10 (equiv)
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* OR D24S8 and GPU_DATA_UINT_24_8
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* We can use BLIT ENCODER.
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*
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* OTHERWISE TRIGGER COMPUTE:
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* - Compute sizes will vary. Threads per grid WILL match 'extent'.
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* Dimensions will vary depending on texture type.
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* - Will use setBytes with 'TextureUpdateParams' struct to pass in useful member params.
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*/
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struct TextureUpdateParams {
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int mip_index;
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int extent[3]; /* Width, Height, Slice on 2D Array tex. */
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int offset[3]; /* Width, Height, Slice on 2D Array tex. */
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uint unpack_row_length; /* Number of pixels between bytes in input data. */
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};
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id<MTLComputePipelineState> texture_update_1d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_update_1d_array_get_kernel(
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TextureUpdateRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_update_2d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_update_2d_array_get_kernel(
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TextureUpdateRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_update_3d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization);
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id<MTLComputePipelineState> mtl_texture_update_impl(
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TextureUpdateRoutineSpecialisation specialization_params,
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blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
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&specialization_cache,
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eGPUTextureType texture_type);
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/* Depth Update Utilities */
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/* Depth texture updates are not directly supported with Blit operations, similarly, we cannot
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* use a compute shader to write to depth, so we must instead render to a depth target.
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* These processes use vertex/fragment shaders to render texture data from an intermediate
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* source, in order to prime the depth buffer. */
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GPUShader *depth_2d_update_sh_get(DepthTextureUpdateRoutineSpecialisation specialization);
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void update_sub_depth_2d(
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int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data);
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/* Texture Read function utilities -- Follows a similar mechanism to the updating routines */
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struct TextureReadParams {
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int mip_index;
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int extent[3]; /* Width, Height, Slice on 2D Array tex. */
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int offset[3]; /* Width, Height, Slice on 2D Array tex. */
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};
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id<MTLComputePipelineState> texture_read_1d_get_kernel(
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TextureReadRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_read_1d_array_get_kernel(
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TextureReadRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_read_2d_get_kernel(
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TextureReadRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_read_2d_array_get_kernel(
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TextureReadRoutineSpecialisation specialization);
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id<MTLComputePipelineState> texture_read_3d_get_kernel(
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TextureReadRoutineSpecialisation specialization);
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id<MTLComputePipelineState> mtl_texture_read_impl(
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TextureReadRoutineSpecialisation specialization_params,
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blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
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&specialization_cache,
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eGPUTextureType texture_type);
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/* fullscreen blit utilities. */
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GPUShader *fullscreen_blit_sh_get();
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MEM_CXX_CLASS_ALLOC_FUNCS("MTLTexture")
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};
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class MTLPixelBuffer : public PixelBuffer {
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private:
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id<MTLBuffer> buffer_ = nil;
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public:
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MTLPixelBuffer(uint size);
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~MTLPixelBuffer();
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void *map() override;
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void unmap() override;
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int64_t get_native_handle() override;
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size_t get_size() override;
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id<MTLBuffer> get_metal_buffer();
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MEM_CXX_CLASS_ALLOC_FUNCS("MTLPixelBuffer")
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};
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/* Utility */
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MTLPixelFormat gpu_texture_format_to_metal(eGPUTextureFormat tex_format);
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size_t get_mtl_format_bytesize(MTLPixelFormat tex_format);
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int get_mtl_format_num_components(MTLPixelFormat tex_format);
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bool mtl_format_supports_blending(MTLPixelFormat format);
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/* The type used to define the per-component data in the input buffer. */
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inline std::string tex_data_format_to_msl_type_str(eGPUDataFormat type)
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{
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switch (type) {
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case GPU_DATA_FLOAT:
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return "float";
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case GPU_DATA_HALF_FLOAT:
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return "half";
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case GPU_DATA_INT:
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return "int";
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case GPU_DATA_UINT:
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return "uint";
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case GPU_DATA_UBYTE:
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return "uchar";
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case GPU_DATA_UINT_24_8:
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return "uint"; /* Problematic type - but will match alignment. */
|
|
case GPU_DATA_10_11_11_REV:
|
|
case GPU_DATA_2_10_10_10_REV:
|
|
return "float"; /* Problematic type - each component will be read as a float. */
|
|
default:
|
|
BLI_assert(false);
|
|
break;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
/* The type T which goes into texture2d<T, access>. */
|
|
inline std::string tex_data_format_to_msl_texture_template_type(eGPUDataFormat type)
|
|
{
|
|
switch (type) {
|
|
case GPU_DATA_FLOAT:
|
|
return "float";
|
|
case GPU_DATA_HALF_FLOAT:
|
|
return "half";
|
|
case GPU_DATA_INT:
|
|
return "int";
|
|
case GPU_DATA_UINT:
|
|
return "uint";
|
|
case GPU_DATA_UBYTE:
|
|
return "ushort";
|
|
case GPU_DATA_UINT_24_8:
|
|
return "uint"; /* Problematic type. */
|
|
case GPU_DATA_10_11_11_REV:
|
|
case GPU_DATA_2_10_10_10_REV:
|
|
return "float"; /* Problematic type. */
|
|
default:
|
|
BLI_assert(false);
|
|
break;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
/* Fetch Metal texture type from GPU texture type. */
|
|
inline MTLTextureType to_metal_type(eGPUTextureType type)
|
|
{
|
|
switch (type) {
|
|
case GPU_TEXTURE_1D:
|
|
return MTLTextureType1D;
|
|
case GPU_TEXTURE_2D:
|
|
return MTLTextureType2D;
|
|
case GPU_TEXTURE_3D:
|
|
return MTLTextureType3D;
|
|
case GPU_TEXTURE_CUBE:
|
|
return MTLTextureTypeCube;
|
|
case GPU_TEXTURE_BUFFER:
|
|
return MTLTextureTypeTextureBuffer;
|
|
case GPU_TEXTURE_1D_ARRAY:
|
|
return MTLTextureType1DArray;
|
|
case GPU_TEXTURE_2D_ARRAY:
|
|
return MTLTextureType2DArray;
|
|
case GPU_TEXTURE_CUBE_ARRAY:
|
|
return MTLTextureTypeCubeArray;
|
|
default:
|
|
BLI_assert_unreachable();
|
|
}
|
|
return MTLTextureType2D;
|
|
}
|
|
|
|
/* Determine whether format is writable or not. Use mtl_format_get_writeable_view_format(..) for
|
|
* these. */
|
|
inline bool mtl_format_is_writable(MTLPixelFormat format)
|
|
{
|
|
switch (format) {
|
|
case MTLPixelFormatRGBA8Unorm_sRGB:
|
|
case MTLPixelFormatBGRA8Unorm_sRGB:
|
|
case MTLPixelFormatDepth16Unorm:
|
|
case MTLPixelFormatDepth32Float:
|
|
case MTLPixelFormatDepth32Float_Stencil8:
|
|
case MTLPixelFormatBGR10A2Unorm:
|
|
case MTLPixelFormatDepth24Unorm_Stencil8:
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* For the cases where a texture format is unwritable, we can create a texture view of a similar
|
|
* format */
|
|
inline MTLPixelFormat mtl_format_get_writeable_view_format(MTLPixelFormat format)
|
|
{
|
|
switch (format) {
|
|
case MTLPixelFormatRGBA8Unorm_sRGB:
|
|
return MTLPixelFormatRGBA8Unorm;
|
|
case MTLPixelFormatBGRA8Unorm_sRGB:
|
|
return MTLPixelFormatBGRA8Unorm;
|
|
case MTLPixelFormatDepth16Unorm:
|
|
return MTLPixelFormatR16Unorm;
|
|
case MTLPixelFormatDepth32Float:
|
|
return MTLPixelFormatR32Float;
|
|
case MTLPixelFormatDepth32Float_Stencil8:
|
|
/* return MTLPixelFormatRG32Float; */
|
|
/* No alternative mirror format. This should not be used for
|
|
* manual data upload */
|
|
return MTLPixelFormatInvalid;
|
|
case MTLPixelFormatBGR10A2Unorm:
|
|
/* return MTLPixelFormatBGRA8Unorm; */
|
|
/* No alternative mirror format. This should not be used for
|
|
* manual data upload */
|
|
return MTLPixelFormatInvalid;
|
|
case MTLPixelFormatDepth24Unorm_Stencil8:
|
|
/* No direct format, but we'll just mirror the bytes -- `Uint`
|
|
* should ensure bytes are not re-normalized or manipulated */
|
|
/* return MTLPixelFormatR32Uint; */
|
|
return MTLPixelFormatInvalid;
|
|
default:
|
|
return format;
|
|
}
|
|
return format;
|
|
}
|
|
|
|
inline MTLTextureUsage mtl_usage_from_gpu(eGPUTextureUsage usage)
|
|
{
|
|
MTLTextureUsage mtl_usage = MTLTextureUsageUnknown;
|
|
if (usage == GPU_TEXTURE_USAGE_GENERAL) {
|
|
return MTLTextureUsageUnknown;
|
|
}
|
|
/* Host read implies general read support, as the compute-based host read routine requires
|
|
* reading of texture data. */
|
|
if (usage & GPU_TEXTURE_USAGE_SHADER_READ || usage & GPU_TEXTURE_USAGE_HOST_READ) {
|
|
mtl_usage = mtl_usage | MTLTextureUsageShaderRead;
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_SHADER_WRITE) {
|
|
mtl_usage = mtl_usage | MTLTextureUsageShaderWrite;
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
|
|
mtl_usage = mtl_usage | MTLTextureUsageRenderTarget;
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_MIP_SWIZZLE_VIEW) {
|
|
mtl_usage = mtl_usage | MTLTextureUsagePixelFormatView;
|
|
}
|
|
return mtl_usage;
|
|
}
|
|
|
|
inline eGPUTextureUsage gpu_usage_from_mtl(MTLTextureUsage mtl_usage)
|
|
{
|
|
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ;
|
|
if (mtl_usage == MTLTextureUsageUnknown) {
|
|
return GPU_TEXTURE_USAGE_GENERAL;
|
|
}
|
|
if (mtl_usage & MTLTextureUsageShaderRead) {
|
|
usage = usage | GPU_TEXTURE_USAGE_SHADER_READ;
|
|
}
|
|
if (mtl_usage & MTLTextureUsageShaderWrite) {
|
|
usage = usage | GPU_TEXTURE_USAGE_SHADER_WRITE;
|
|
}
|
|
if (mtl_usage & MTLTextureUsageRenderTarget) {
|
|
usage = usage | GPU_TEXTURE_USAGE_ATTACHMENT;
|
|
}
|
|
if (mtl_usage & MTLTextureUsagePixelFormatView) {
|
|
usage = usage | GPU_TEXTURE_USAGE_MIP_SWIZZLE_VIEW;
|
|
}
|
|
return usage;
|
|
}
|
|
|
|
} // namespace blender::gpu
|