Support for high precision Metal texture samplers. (#1060)
* GL Renderer, OSX, no swap chain: Bind back buffer fbo ready for NSOpenGLContext flushBuffer * Support for high precision Metal texture samplers.
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@ -280,6 +280,14 @@ static void propagate_precision_texture(ir_instruction *ir, void *data)
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((precision_ctx*)data)->res = true;
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}
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static void propagate_precision_texture_metal(ir_instruction* ir, void* data)
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{
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// There are no precision specifiers in Metal
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ir_texture* tex = ir->as_texture();
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if (tex)
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tex->set_precision(glsl_precision_undefined);
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}
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struct undefined_ass_ctx
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{
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ir_variable* var;
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@ -386,7 +394,7 @@ static void propagate_precision_call(ir_instruction *ir, void *data)
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}
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}
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static bool propagate_precision(exec_list* list, bool assign_high_to_undefined)
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static bool propagate_precision(exec_list* list, bool metal_target)
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{
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bool anyProgress = false;
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precision_ctx ctx;
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@ -396,7 +404,11 @@ static bool propagate_precision(exec_list* list, bool assign_high_to_undefined)
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ctx.root_ir = list;
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foreach_in_list(ir_instruction, ir, list)
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{
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if (metal_target)
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visit_tree (ir, propagate_precision_texture_metal, &ctx);
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else
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visit_tree (ir, propagate_precision_texture, &ctx);
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visit_tree (ir, propagate_precision_deref, &ctx);
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bool hadProgress = ctx.res;
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ctx.res = false;
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@ -417,7 +429,7 @@ static bool propagate_precision(exec_list* list, bool assign_high_to_undefined)
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anyProgress |= ctx.res;
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// for globals that have undefined precision, set it to highp
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if (assign_high_to_undefined)
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if (metal_target)
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{
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foreach_in_list(ir_instruction, ir, list)
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{
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