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internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
From the Metal shading language specification [1] Table 2.2.3, attribute variables in Ebitengine's vertices don't have to be packed. Then, we can remove `packed` types. [1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf Closes #2107
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@ -30,7 +30,7 @@ import (
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// It is because old Xcode (8 or older?) does not accept @available syntax.
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// #cgo CFLAGS: -Wno-unguarded-availability-new
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.14
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.12
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// #cgo LDFLAGS: -framework QuartzCore -framework Foundation -framework CoreGraphics
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//
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// #include "ca_darwin.h"
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@ -29,7 +29,7 @@ import (
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)
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// #cgo CFLAGS: -x objective-c
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.14
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.12
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// #cgo LDFLAGS: -framework Foundation
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//
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// #import <Foundation/Foundation.h>
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@ -56,9 +56,9 @@ const source = `#include <metal_stdlib>
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using namespace metal;
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struct VertexIn {
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packed_float2 position;
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packed_float2 tex;
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packed_float4 color;
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float2 position;
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float2 tex;
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float4 color;
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};
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struct VertexOut {
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@ -14,7 +14,7 @@
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// Package mtl provides access to Apple's Metal API (https://developer.apple.com/documentation/metal).
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//
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// Package mtl requires macOS version 10.14 or newer.
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// Package mtl requires macOS version 10.12 or newer.
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//
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// This package is in very early stages of development.
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// The API will change when opportunities for improvement are discovered; it is not yet frozen.
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@ -28,7 +28,7 @@ import (
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"unsafe"
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)
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.14
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.12
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// #cgo LDFLAGS: -framework Metal -framework CoreGraphics -framework Foundation
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//
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// #include "mtl_darwin.h"
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@ -48,15 +48,11 @@ void *Device_MakeCommandQueue(void *device) {
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struct Library Device_MakeLibrary(void *device, const char *source,
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size_t sourceLength) {
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NSError *error;
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MTLCompileOptions* options = [[MTLCompileOptions alloc] init];
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if (@available(macOS 10.14, iOS 12.0, *)) {
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options.languageVersion = MTLLanguageVersion2_1;
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}
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id<MTLLibrary> library = [(id<MTLDevice>)device
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newLibraryWithSource:[[NSString alloc] initWithBytes:source
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length:sourceLength
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encoding:NSUTF8StringEncoding]
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options:options
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options:NULL
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error:&error];
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struct Library l;
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@ -25,7 +25,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/ca"
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)
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.14
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.12
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//
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// #include "ns_darwin.h"
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import "C"
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@ -1,7 +1,7 @@
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struct Attributes {
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packed_float2 M0;
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packed_float2 M1;
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packed_float4 M2;
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float2 M0;
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float2 M1;
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float4 M2;
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};
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struct Varyings {
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@ -1,7 +1,7 @@
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struct Attributes {
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packed_float2 M0;
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packed_float2 M1;
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packed_float4 M2;
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float2 M0;
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float2 M1;
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float4 M2;
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};
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struct Varyings {
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@ -72,7 +72,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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lines = append(lines, "")
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lines = append(lines, "struct Attributes {")
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for i, a := range p.Attributes {
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &a, fmt.Sprintf("M%d", i), true, false)))
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &a, fmt.Sprintf("M%d", i), false)))
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}
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lines = append(lines, "};")
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}
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@ -82,7 +82,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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lines = append(lines, "struct Varyings {")
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lines = append(lines, "\tfloat4 Position [[position]];")
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for i, v := range p.Varyings {
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &v, fmt.Sprintf("M%d", i), false, false)))
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &v, fmt.Sprintf("M%d", i), false)))
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}
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lines = append(lines, "};")
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}
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@ -108,7 +108,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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"\tconst device Attributes* attributes [[buffer(0)]]")
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for i, u := range p.Uniforms {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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}
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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@ -130,7 +130,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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"\tVaryings varyings [[stage_in]]")
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for i, u := range p.Uniforms {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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}
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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@ -153,7 +153,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j), false, false)))
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j), false)))
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}
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stlines = append(stlines, "};")
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}
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@ -169,18 +169,18 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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return ls
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}
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func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type, packed bool, ref bool) string {
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func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type) string {
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switch t.Main {
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case shaderir.None:
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return "void"
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case shaderir.Struct:
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return c.structName(p, t)
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default:
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return typeString(t, packed, ref)
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return typeString(t, false)
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}
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}
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func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname string, packed bool, ref bool) string {
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func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname string, ref bool) string {
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switch t.Main {
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case shaderir.None:
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return "?(none)"
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@ -191,7 +191,7 @@ func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname
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}
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return fmt.Sprintf("%s %s", s, varname)
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default:
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t := typeString(t, packed, ref)
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t := typeString(t, ref)
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return fmt.Sprintf("%s %s", t, varname)
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}
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}
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@ -209,9 +209,9 @@ func (c *compileContext) varInit(p *shaderir.Program, t *shaderir.Type) string {
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case shaderir.Int:
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return "0"
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case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
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return fmt.Sprintf("%s(0)", basicTypeString(t.Main, false))
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return fmt.Sprintf("%s(0)", basicTypeString(t.Main))
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default:
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t := c.typ(p, t, false, false)
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t := c.typ(p, t)
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panic(fmt.Sprintf("?(unexpected type: %s)", t))
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}
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}
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@ -221,7 +221,7 @@ func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototy
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// Uniform variables and texture variables. In Metal, non-const global variables are not available.
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for i, u := range p.Uniforms {
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args = append(args, "constant "+c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true))
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args = append(args, "constant "+c.varDecl(p, &u, fmt.Sprintf("U%d", i), true))
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}
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for i := 0; i < p.TextureNum; i++ {
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args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
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@ -229,11 +229,11 @@ func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototy
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var idx int
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for _, t := range f.InParams {
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args = append(args, c.varDecl(p, &t, fmt.Sprintf("l%d", idx), false, false))
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args = append(args, c.varDecl(p, &t, fmt.Sprintf("l%d", idx), false))
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idx++
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}
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for _, t := range f.OutParams {
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args = append(args, "thread "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx), false, true))
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args = append(args, "thread "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx), true))
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idx++
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}
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argsstr := "void"
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@ -241,7 +241,7 @@ func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototy
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argsstr = strings.Join(args, ", ")
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}
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t := c.typ(p, &f.Return, false, false)
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t := c.typ(p, &f.Return)
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sig := fmt.Sprintf("%s F%d(%s)", t, f.Index, argsstr)
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var lines []string
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@ -323,7 +323,7 @@ func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shad
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var lines []string
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if decl {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.varDecl(p, &t, name, false, false), c.varInit(p, &t)))
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.varDecl(p, &t, name, false), c.varInit(p, &t)))
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} else {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, name, c.varInit(p, &t)))
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}
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@ -477,7 +477,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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t := s.ForVarType
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init := constantToNumberLiteral(ct, s.ForInit)
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end := constantToNumberLiteral(ct, s.ForEnd)
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ts := typeString(&t, false, false)
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ts := typeString(&t, false)
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lines = append(lines, fmt.Sprintf("%sfor (%s %s = %s; %s %s %s; %s) {", idt, ts, v, init, v, op, end, delta))
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lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
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lines = append(lines, fmt.Sprintf("%s}", idt))
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@ -64,10 +64,10 @@ func opString(op shaderir.Op) string {
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return fmt.Sprintf("?(unexpected operator: %d)", op)
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}
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func typeString(t *shaderir.Type, packed bool, ref bool) string {
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func typeString(t *shaderir.Type, ref bool) string {
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switch t.Main {
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case shaderir.Array:
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st := typeString(&t.Sub[0], packed, false)
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st := typeString(&t.Sub[0], false)
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t := fmt.Sprintf("array<%s, %d>", st, t.Length)
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if ref {
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t += "&"
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@ -76,7 +76,7 @@ func typeString(t *shaderir.Type, packed bool, ref bool) string {
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case shaderir.Struct:
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panic("msl: a struct is not implemented")
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default:
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t := basicTypeString(t.Main, packed)
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t := basicTypeString(t.Main)
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if ref {
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t += "&"
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}
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@ -84,7 +84,7 @@ func typeString(t *shaderir.Type, packed bool, ref bool) string {
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}
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}
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func basicTypeString(t shaderir.BasicType, packed bool) string {
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func basicTypeString(t shaderir.BasicType) string {
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switch t {
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case shaderir.None:
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return "?(none)"
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@ -95,19 +95,10 @@ func basicTypeString(t shaderir.BasicType, packed bool) string {
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case shaderir.Float:
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return "float"
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case shaderir.Vec2:
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if packed {
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return "packed_float2"
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}
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return "float2"
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case shaderir.Vec3:
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if packed {
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return "packed_float3"
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}
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return "float3"
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case shaderir.Vec4:
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if packed {
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return "packed_float4"
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}
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return "float4"
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case shaderir.Mat2:
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return "float2x2"
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