/**************************************************************************/ /* metal_device_properties.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ /**************************************************************************/ /* */ /* Portions of this code were derived from MoltenVK. */ /* */ /* Copyright (c) 2015-2023 The Brenwill Workshop Ltd. */ /* (http://www.brenwill.com) */ /* */ /* Licensed under the Apache License, Version 2.0 (the "License"); */ /* you may not use this file except in compliance with the License. */ /* You may obtain a copy of the License at */ /* */ /* http://www.apache.org/licenses/LICENSE-2.0 */ /* */ /* Unless required by applicable law or agreed to in writing, software */ /* distributed under the License is distributed on an "AS IS" BASIS, */ /* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or */ /* implied. See the License for the specific language governing */ /* permissions and limitations under the License. */ /**************************************************************************/ #ifndef METAL_DEVICE_PROPERTIES_H #define METAL_DEVICE_PROPERTIES_H #import "servers/rendering/rendering_device.h" #import #import /** The buffer index to use for vertex content. */ const static uint32_t VERT_CONTENT_BUFFER_INDEX = 0; const static uint32_t MAX_COLOR_ATTACHMENT_COUNT = 8; typedef NS_OPTIONS(NSUInteger, SampleCount) { SampleCount1 = (1UL << 0), SampleCount2 = (1UL << 1), SampleCount4 = (1UL << 2), SampleCount8 = (1UL << 3), SampleCount16 = (1UL << 4), SampleCount32 = (1UL << 5), SampleCount64 = (1UL << 6), }; struct API_AVAILABLE(macos(11.0), ios(14.0)) MetalFeatures { uint32_t mslVersion; MTLGPUFamily highestFamily; MTLLanguageVersion mslVersionEnum; SampleCount supportedSampleCounts; long hostMemoryPageSize; bool layeredRendering; bool multisampleLayeredRendering; bool quadPermute; /**< If true, quadgroup permutation functions (vote, ballot, shuffle) are supported in shaders. */ bool simdPermute; /**< If true, SIMD-group permutation functions (vote, ballot, shuffle) are supported in shaders. */ bool simdReduction; /**< If true, SIMD-group reduction functions (arithmetic) are supported in shaders. */ bool tessellationShader; /**< If true, tessellation shaders are supported. */ bool imageCubeArray; /**< If true, image cube arrays are supported. */ }; struct MetalLimits { uint64_t maxImageArrayLayers; uint64_t maxFramebufferHeight; uint64_t maxFramebufferWidth; uint64_t maxImageDimension1D; uint64_t maxImageDimension2D; uint64_t maxImageDimension3D; uint64_t maxImageDimensionCube; uint64_t maxViewportDimensionX; uint64_t maxViewportDimensionY; MTLSize maxThreadsPerThreadGroup; MTLSize maxComputeWorkGroupCount; uint64_t maxBoundDescriptorSets; uint64_t maxColorAttachments; uint64_t maxTexturesPerArgumentBuffer; uint64_t maxSamplersPerArgumentBuffer; uint64_t maxBuffersPerArgumentBuffer; uint64_t maxBufferLength; uint64_t minUniformBufferOffsetAlignment; uint64_t maxVertexDescriptorLayoutStride; uint16_t maxViewports; uint32_t maxPerStageBufferCount; /**< The total number of per-stage Metal buffers available for shader uniform content and attributes. */ uint32_t maxPerStageTextureCount; /**< The total number of per-stage Metal textures available for shader uniform content. */ uint32_t maxPerStageSamplerCount; /**< The total number of per-stage Metal samplers available for shader uniform content. */ uint32_t maxVertexInputAttributes; uint32_t maxVertexInputBindings; uint32_t maxVertexInputBindingStride; uint32_t maxDrawIndexedIndexValue; uint32_t minSubgroupSize; /**< The minimum number of threads in a SIMD-group. */ uint32_t maxSubgroupSize; /**< The maximum number of threads in a SIMD-group. */ BitField subgroupSupportedShaderStages; BitField subgroupSupportedOperations; /**< The subgroup operations supported by the device. */ }; class API_AVAILABLE(macos(11.0), ios(14.0)) MetalDeviceProperties { private: void init_features(id p_device); void init_limits(id p_device); public: MetalFeatures features; MetalLimits limits; SampleCount find_nearest_supported_sample_count(RenderingDevice::TextureSamples p_samples) const; MetalDeviceProperties(id p_device); ~MetalDeviceProperties(); private: static const SampleCount sample_count[RenderingDevice::TextureSamples::TEXTURE_SAMPLES_MAX]; }; #endif // METAL_DEVICE_PROPERTIES_H