2017-11-17 11:14:29 -05:00
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2022-07-07 22:28:02 -04:00
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2017-11-17 11:14:29 -05:00
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2020-06-09 14:52:03 -07:00
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Add support for tessellation.
At long last, tessellation comes to MoltenVK! With this change, clients
will now be able to specify tessellation shaders when creating
pipelines, and then draw tessellated patches with them.
Unfortunately, there seem to be a few gotchas with tessellation in
Metal. For one thing, tessellation pipelines in Metal are structured
very differently from Vulkan. There is no tessellation control or even
vertex stage. Instead, the tessellation evaluation shader takes the
place of the vertex function as a "post-tessellation vertex function."
The tessellation levels are supplied in a buffer to the tessellator,
which you are expected to populate. The most common way to do this is by
running a compute shader. MoltenVK thus runs the vertex shader and
tessellation control shader by themselves; a single `VkPipeline` object
then requires at least *three* `MTLPipelineState` objects.
But wait, there's more! The tessellation-control-as-compute stage uses
Metal's support for vertex-style stage input to a compute shader. But,
this support requires one to declare indexing *ahead of time*, when the
pipeline state is created. So a single `VkPipeline` object could have as
many as *five* `MTLPipelineState` objects.
Further, if there are more output than input control points for the
tessellation control stage, then later invocations may end up fetching
the wrong attributes! To get around this, this change uses index buffers
to ensure that all tessellation control shaders see the correct input.
Unfortunately, in the indexed draw case, this means that the incoming
index buffer needs to be munged.
Instancing is another pain point here. In Vulkan, as in OpenGL and
Direct3D, instancing is done in the vertex shader; but in Metal, it is
done at the tessellation evaluation stage. For this reason, only the
vertex stage of a tessellated draw supports instancing. Additional
memory is required to hold data for the extra vertices generated by
instancing. This also requires still more munging of index buffers for
indexed draws.
Indirect draws are even more painful. Because the number of vertices and
instances is unknown, storage for the maximum possible number of
vertices must be allocated. This change imposes a totally arbitrary
limit of 131072 vertices from a single draw, including all vertices
generated by instancing. On a Mac, this requires about 194-256 MB of
VRAM for all the temporary buffers.
There are some possible optimizations here. If we could prove that the
vertex shader's output doesn't depend on the instance ID, either
directly or through a per-instance attribute, then we could avoid
running the vertex and tess. control stages per instance, and take
advantage of Metal's support for tess. eval instancing. If we could
also prove that the vertex shader simply passes instance attributes
through (similarly with the tess. control shader), we could do this for
many more instanced draws as well. It should also be possible to cache
the output from the tess. control stage; if the draw comes up again, we
can then skip the vertex and tess. control stages entirely!
Fixes #56 and #501.
2019-02-18 20:56:42 -06:00
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2017-11-17 11:14:29 -05:00
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2019-02-18 22:19:37 +00:00
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2020-09-23 11:09:46 -04:00
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2019-02-18 22:19:37 +00:00
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2017-11-17 11:14:29 -05:00
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2018-01-08 21:44:46 -05:00
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2019-03-22 19:36:21 -04:00
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2021-06-10 15:56:58 -04:00
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2017-11-17 11:14:29 -05:00
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2020-08-20 15:24:35 -04:00
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2019-03-22 19:36:21 -04:00
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2019-04-11 14:26:35 -04:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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|
Add support for tessellation.
At long last, tessellation comes to MoltenVK! With this change, clients
will now be able to specify tessellation shaders when creating
pipelines, and then draw tessellated patches with them.
Unfortunately, there seem to be a few gotchas with tessellation in
Metal. For one thing, tessellation pipelines in Metal are structured
very differently from Vulkan. There is no tessellation control or even
vertex stage. Instead, the tessellation evaluation shader takes the
place of the vertex function as a "post-tessellation vertex function."
The tessellation levels are supplied in a buffer to the tessellator,
which you are expected to populate. The most common way to do this is by
running a compute shader. MoltenVK thus runs the vertex shader and
tessellation control shader by themselves; a single `VkPipeline` object
then requires at least *three* `MTLPipelineState` objects.
But wait, there's more! The tessellation-control-as-compute stage uses
Metal's support for vertex-style stage input to a compute shader. But,
this support requires one to declare indexing *ahead of time*, when the
pipeline state is created. So a single `VkPipeline` object could have as
many as *five* `MTLPipelineState` objects.
Further, if there are more output than input control points for the
tessellation control stage, then later invocations may end up fetching
the wrong attributes! To get around this, this change uses index buffers
to ensure that all tessellation control shaders see the correct input.
Unfortunately, in the indexed draw case, this means that the incoming
index buffer needs to be munged.
Instancing is another pain point here. In Vulkan, as in OpenGL and
Direct3D, instancing is done in the vertex shader; but in Metal, it is
done at the tessellation evaluation stage. For this reason, only the
vertex stage of a tessellated draw supports instancing. Additional
memory is required to hold data for the extra vertices generated by
instancing. This also requires still more munging of index buffers for
indexed draws.
Indirect draws are even more painful. Because the number of vertices and
instances is unknown, storage for the maximum possible number of
vertices must be allocated. This change imposes a totally arbitrary
limit of 131072 vertices from a single draw, including all vertices
generated by instancing. On a Mac, this requires about 194-256 MB of
VRAM for all the temporary buffers.
There are some possible optimizations here. If we could prove that the
vertex shader's output doesn't depend on the instance ID, either
directly or through a per-instance attribute, then we could avoid
running the vertex and tess. control stages per instance, and take
advantage of Metal's support for tess. eval instancing. If we could
also prove that the vertex shader simply passes instance attributes
through (similarly with the tess. control shader), we could do this for
many more instanced draws as well. It should also be possible to cache
the output from the tess. control stage; if the draw comes up again, we
can then skip the vertex and tess. control stages entirely!
Fixes #56 and #501.
2019-02-18 20:56:42 -06:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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2019-03-22 19:36:21 -04:00
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2021-06-10 15:56:58 -04:00
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Add support for tessellation.
At long last, tessellation comes to MoltenVK! With this change, clients
will now be able to specify tessellation shaders when creating
pipelines, and then draw tessellated patches with them.
Unfortunately, there seem to be a few gotchas with tessellation in
Metal. For one thing, tessellation pipelines in Metal are structured
very differently from Vulkan. There is no tessellation control or even
vertex stage. Instead, the tessellation evaluation shader takes the
place of the vertex function as a "post-tessellation vertex function."
The tessellation levels are supplied in a buffer to the tessellator,
which you are expected to populate. The most common way to do this is by
running a compute shader. MoltenVK thus runs the vertex shader and
tessellation control shader by themselves; a single `VkPipeline` object
then requires at least *three* `MTLPipelineState` objects.
But wait, there's more! The tessellation-control-as-compute stage uses
Metal's support for vertex-style stage input to a compute shader. But,
this support requires one to declare indexing *ahead of time*, when the
pipeline state is created. So a single `VkPipeline` object could have as
many as *five* `MTLPipelineState` objects.
Further, if there are more output than input control points for the
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Instancing is another pain point here. In Vulkan, as in OpenGL and
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done at the tessellation evaluation stage. For this reason, only the
vertex stage of a tessellated draw supports instancing. Additional
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vertices must be allocated. This change imposes a totally arbitrary
limit of 131072 vertices from a single draw, including all vertices
generated by instancing. On a Mac, this requires about 194-256 MB of
VRAM for all the temporary buffers.
There are some possible optimizations here. If we could prove that the
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directly or through a per-instance attribute, then we could avoid
running the vertex and tess. control stages per instance, and take
advantage of Metal's support for tess. eval instancing. If we could
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many more instanced draws as well. It should also be possible to cache
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can then skip the vertex and tess. control stages entirely!
Fixes #56 and #501.
2019-02-18 20:56:42 -06:00
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Unfortunately, there seem to be a few gotchas with tessellation in
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generated by instancing. On a Mac, this requires about 194-256 MB of
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2019-02-18 20:56:42 -06:00
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Support Xcode 14, macOS 13, and iOS/tvOS 16.
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- Build scripts create_dylib.sh and gen_moltenvk_rev_hdr.sh
only run if build dependencies require it.
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and are fast, so configured to run every time, to avoid build warning.
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- Support old-style GPU debug capture only if building for earlier minimum
deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
and tvOS 12, to avoid Xcode build warning regarding MTLSharedEvent in .
- Update README.md document regarding minimum Xcode deployment targets.
2022-07-06 18:15:10 -04:00
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2019-02-18 22:19:37 +00:00
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Support Xcode 14, macOS 13, and iOS/tvOS 16.
- Update minimum Xcode deployment targets to macOS 10.13, iOS 11, and tvOS 11,
to avoid Xcode build warnings.
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only run if build dependencies require it.
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- Replace use of deprecated kIOMasterPortDefault with kIOMainPortDefault.
- Support old-style GPU debug capture only if building for earlier minimum
deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
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2022-07-06 18:15:10 -04:00
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2020-09-23 11:09:46 -04:00
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2017-11-17 11:14:29 -05:00
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Support Xcode 14, macOS 13, and iOS/tvOS 16.
- Update minimum Xcode deployment targets to macOS 10.13, iOS 11, and tvOS 11,
to avoid Xcode build warnings.
- Add support for MTLLanguageVersion3_0 enumeration.
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- Build scripts create_dylib.sh and gen_moltenvk_rev_hdr.sh
only run if build dependencies require it.
- Packaging and copy_to_staging.sh scripts are too complex to define dependencies,
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deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
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2022-07-06 18:15:10 -04:00
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2019-02-18 22:19:37 +00:00
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Support Xcode 14, macOS 13, and iOS/tvOS 16.
- Update minimum Xcode deployment targets to macOS 10.13, iOS 11, and tvOS 11,
to avoid Xcode build warnings.
- Add support for MTLLanguageVersion3_0 enumeration.
- Build efficiencies:
- Build scripts create_dylib.sh and gen_moltenvk_rev_hdr.sh
only run if build dependencies require it.
- Packaging and copy_to_staging.sh scripts are too complex to define dependencies,
and are fast, so configured to run every time, to avoid build warning.
- Replace use of deprecated sprintf() with snprintf().
- Replace use of deprecated kIOMasterPortDefault with kIOMainPortDefault.
- Support old-style GPU debug capture only if building for earlier minimum
deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
and tvOS 12, to avoid Xcode build warning regarding MTLSharedEvent in .
- Update README.md document regarding minimum Xcode deployment targets.
2022-07-06 18:15:10 -04:00
|
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IPHONEOS_DEPLOYMENT_TARGET = 11.0;
|
2019-02-18 22:19:37 +00:00
|
|
|
MACH_O_TYPE = staticlib;
|
Support Xcode 14, macOS 13, and iOS/tvOS 16.
- Update minimum Xcode deployment targets to macOS 10.13, iOS 11, and tvOS 11,
to avoid Xcode build warnings.
- Add support for MTLLanguageVersion3_0 enumeration.
- Build efficiencies:
- Build scripts create_dylib.sh and gen_moltenvk_rev_hdr.sh
only run if build dependencies require it.
- Packaging and copy_to_staging.sh scripts are too complex to define dependencies,
and are fast, so configured to run every time, to avoid build warning.
- Replace use of deprecated sprintf() with snprintf().
- Replace use of deprecated kIOMasterPortDefault with kIOMainPortDefault.
- Support old-style GPU debug capture only if building for earlier minimum
deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
and tvOS 12, to avoid Xcode build warning regarding MTLSharedEvent in .
- Update README.md document regarding minimum Xcode deployment targets.
2022-07-06 18:15:10 -04:00
|
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MACOSX_DEPLOYMENT_TARGET = 10.13;
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2020-09-23 11:09:46 -04:00
|
|
|
PRODUCT_NAME = MoltenVKShaderConverter;
|
2017-11-17 11:14:29 -05:00
|
|
|
SKIP_INSTALL = YES;
|
Support Xcode 14, macOS 13, and iOS/tvOS 16.
- Update minimum Xcode deployment targets to macOS 10.13, iOS 11, and tvOS 11,
to avoid Xcode build warnings.
- Add support for MTLLanguageVersion3_0 enumeration.
- Build efficiencies:
- Build scripts create_dylib.sh and gen_moltenvk_rev_hdr.sh
only run if build dependencies require it.
- Packaging and copy_to_staging.sh scripts are too complex to define dependencies,
and are fast, so configured to run every time, to avoid build warning.
- Replace use of deprecated sprintf() with snprintf().
- Replace use of deprecated kIOMasterPortDefault with kIOMainPortDefault.
- Support old-style GPU debug capture only if building for earlier minimum
deployment targets, to avoid deprecation warning.
- Update minimum Xcode deployment targets of Cube demo to macOS 10.14, iOS 12,
and tvOS 12, to avoid Xcode build warning regarding MTLSharedEvent in .
- Update README.md document regarding minimum Xcode deployment targets.
2022-07-06 18:15:10 -04:00
|
|
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2017-11-17 11:14:29 -05:00
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2022-05-30 18:12:14 -04:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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2020-06-09 14:52:03 -07:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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2017-11-17 11:14:29 -05:00
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2020-09-23 11:09:46 -04:00
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2017-11-17 11:14:29 -05:00
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|
|
defaultConfigurationIsVisible = 0;
|
|
|
|
defaultConfigurationName = Release;
|
|
|
|
};
|
|
|
|
/* End XCConfigurationList section */
|
|
|
|
};
|
|
|
|
rootObject = A9F55D25198BE6A7004EC31B /* Project object */;
|
|
|
|
}
|