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25a3c27c41
commit
4201db6f01
3 changed files with 51 additions and 39 deletions
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@ -597,37 +597,40 @@ void MDCommandBuffer::_render_clear_render_area() {
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MDRenderPass const &pass = *render.pass;
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MDSubpass const &subpass = render.get_subpass();
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// First determine attachments that should be cleared.
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LocalVector<RDD::AttachmentClear> clears;
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clears.reserve(subpass.color_references.size() + /* possible depth stencil clear */ 1);
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for (uint32_t i = 0; i < subpass.color_references.size(); i++) {
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uint32_t idx = subpass.color_references[i].attachment;
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if (idx != RDD::AttachmentReference::UNUSED && pass.attachments[idx].shouldClear(subpass, false)) {
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clears.push_back({ .aspect = RDD::TEXTURE_ASPECT_COLOR_BIT, .color_attachment = idx, .value = render.clear_values[idx] });
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}
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}
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uint32_t ds_index = subpass.depth_stencil_reference.attachment;
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bool shouldClearDepth = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, false));
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bool shouldClearStencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
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if (shouldClearDepth || shouldClearStencil) {
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MDAttachment const &attachment = pass.attachments[ds_index];
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BitField<RDD::TextureAspectBits> bits = {};
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if (shouldClearDepth && attachment.type & MDAttachmentType::Depth) {
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bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);
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}
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if (shouldClearStencil && attachment.type & MDAttachmentType::Stencil) {
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bits.set_flag(RDD::TEXTURE_ASPECT_STENCIL_BIT);
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}
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bool clear_depth = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, false));
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bool clear_stencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
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clears.push_back({ .aspect = bits, .color_attachment = ds_index, .value = render.clear_values[ds_index] });
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}
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if (clears.is_empty()) {
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uint32_t color_count = subpass.color_references.size();
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uint32_t clear_count = color_count + (clear_depth || clear_stencil ? 1 : 0);
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if (clear_count == 0) {
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return;
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}
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render_clear_attachments(clears, { render.render_area });
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RDD::AttachmentClear *clears = ALLOCA_ARRAY(RDD::AttachmentClear, clear_count);
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uint32_t clears_idx = 0;
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for (uint32_t i = 0; i < color_count; i++) {
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uint32_t idx = subpass.color_references[i].attachment;
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if (idx != RDD::AttachmentReference::UNUSED && pass.attachments[idx].shouldClear(subpass, false)) {
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clears[clears_idx++] = { .aspect = RDD::TEXTURE_ASPECT_COLOR_BIT, .color_attachment = idx, .value = render.clear_values[idx] };
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}
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}
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if (clear_depth || clear_stencil) {
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MDAttachment const &attachment = pass.attachments[ds_index];
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BitField<RDD::TextureAspectBits> bits = {};
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if (clear_depth && attachment.type & MDAttachmentType::Depth) {
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bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);
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}
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if (clear_stencil && attachment.type & MDAttachmentType::Stencil) {
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bits.set_flag(RDD::TEXTURE_ASPECT_STENCIL_BIT);
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}
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clears[clears_idx++] = { .aspect = bits, .color_attachment = ds_index, .value = render.clear_values[ds_index] };
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}
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render_clear_attachments(VectorView(clears, clear_count), { render.render_area });
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}
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void MDCommandBuffer::render_next_subpass() {
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@ -1448,9 +1451,9 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
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for (uint32_t i = 0; i < uniforms.size(); i++) {
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RDD::BoundUniform const &uniform = uniforms[i];
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UniformInfo ui = set.uniforms[i];
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const UniformInfo &ui = set.uniforms[i];
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BindingInfo *bi = ui.bindings.getptr(stage);
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const BindingInfo *bi = ui.bindings.getptr(stage);
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if (bi == nullptr) {
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// No binding for this stage.
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continue;
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@ -1481,7 +1484,7 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
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textures[j] = texture;
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add_usage(texture, stage, bi->usage);
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}
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BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
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const BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
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if (sbi) {
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[enc setSamplerStates:samplers withRange:NSMakeRange(sbi->index, count)];
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}
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@ -1510,7 +1513,7 @@ BoundUniformSet &MDUniformSet::bound_uniform_set(MDShader *p_shader, id<MTLDevic
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id<MTLTexture> obj = rid::get(uniform.ids[0]);
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[enc setTexture:obj atIndex:bi->index];
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add_usage(obj, stage, bi->usage);
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BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
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const BindingInfo *sbi = ui.bindings_secondary.getptr(stage);
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if (sbi) {
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id<MTLTexture> tex = obj.parentTexture ? obj.parentTexture : obj;
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id<MTLBuffer> buf = tex.buffer;
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@ -1976,7 +1979,7 @@ void ShaderCacheEntry::notify_free() const {
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options:(MTLCompileOptions *)options
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strategy:(ShaderLoadStrategy)strategy {
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switch (strategy) {
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case ShaderLoadStrategy::DEFAULT:
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case ShaderLoadStrategy::IMMEDIATE:
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[[fallthrough]];
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default:
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return [[MDImmediateLibrary alloc] initWithCacheEntry:entry device:device source:source options:options];
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