diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm index 3aa68db5854..b6ca40e08b1 100644 --- a/src/gui/rhi/qrhimetal.mm +++ b/src/gui/rhi/qrhimetal.mm @@ -673,12 +673,17 @@ static inline int mapBinding(int binding, BindingType type) { const QShader::NativeResourceBindingMap *map = nativeResourceBindingMaps[stageIndex]; - if (map) { - auto it = map->constFind(binding); - if (it != map->cend()) - return type == BindingType::Sampler ? it->second : it->first; - } - return binding; + if (!map) + return binding; // old QShader versions do not have this map, assume 1:1 mapping then + + auto it = map->constFind(binding); + if (it != map->cend()) + return type == BindingType::Sampler ? it->second : it->first; // may be -1, if the resource is inactive + + // Hitting this path is normal too, is not given that the resource (e.g. a + // uniform block) is really present in the shaders for all the stages + // specified by the visibility mask in the QRhiShaderResourceBinding. + return -1; } void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD, @@ -712,16 +717,25 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD } } if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - res[VERTEX].buffers.feed(mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[VERTEX].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[VERTEX].buffers.feed(nativeBinding, mtlbuf); + res[VERTEX].bufferOffsets.feed(b->binding, offset); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - res[FRAGMENT].buffers.feed(mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[FRAGMENT].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[FRAGMENT].buffers.feed(nativeBinding, mtlbuf); + res[FRAGMENT].bufferOffsets.feed(b->binding, offset); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - res[COMPUTE].buffers.feed(mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[COMPUTE].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[COMPUTE].buffers.feed(nativeBinding, mtlbuf); + res[COMPUTE].bufferOffsets.feed(b->binding, offset); + } } } break; @@ -730,16 +744,28 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.stex.tex); QMetalSampler *samplerD = QRHI_RES(QMetalSampler, b->u.stex.sampler); if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - res[VERTEX].textures.feed(mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture), texD->d->tex); - res[VERTEX].samplers.feed(mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Sampler), samplerD->d->samplerState); + const int nativeBindingTexture = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[VERTEX].textures.feed(nativeBindingTexture, texD->d->tex); + res[VERTEX].samplers.feed(nativeBindingSampler, samplerD->d->samplerState); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - res[FRAGMENT].textures.feed(mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture), texD->d->tex); - res[FRAGMENT].samplers.feed(mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Sampler), samplerD->d->samplerState); + const int nativeBindingTexture = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[FRAGMENT].textures.feed(nativeBindingTexture, texD->d->tex); + res[FRAGMENT].samplers.feed(nativeBindingSampler, samplerD->d->samplerState); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - res[COMPUTE].textures.feed(mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture), texD->d->tex); - res[COMPUTE].samplers.feed(mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Sampler), samplerD->d->samplerState); + const int nativeBindingTexture = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[COMPUTE].textures.feed(nativeBindingTexture, texD->d->tex); + res[COMPUTE].samplers.feed(nativeBindingSampler, samplerD->d->samplerState); + } } } break; @@ -751,12 +777,21 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD { QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.simage.tex); id t = texD->d->viewForLevel(b->u.simage.level); - if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) - res[VERTEX].textures.feed(mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture), t); - if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) - res[FRAGMENT].textures.feed(mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture), t); - if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) - res[COMPUTE].textures.feed(mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture), t); + if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { + const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture); + if (nativeBinding >= 0) + res[VERTEX].textures.feed(nativeBinding, t); + } + if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { + const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture); + if (nativeBinding >= 0) + res[FRAGMENT].textures.feed(nativeBinding, t); + } + if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { + const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture); + if (nativeBinding >= 0) + res[COMPUTE].textures.feed(nativeBinding, t); + } } break; case QRhiShaderResourceBinding::BufferLoad: @@ -769,16 +804,25 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD id mtlbuf = bufD->d->buf[0]; uint offset = uint(b->u.sbuf.offset); if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - res[VERTEX].buffers.feed(mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[VERTEX].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[VERTEX].buffers.feed(nativeBinding, mtlbuf); + res[VERTEX].bufferOffsets.feed(b->binding, offset); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - res[FRAGMENT].buffers.feed(mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[FRAGMENT].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[FRAGMENT].buffers.feed(nativeBinding, mtlbuf); + res[FRAGMENT].bufferOffsets.feed(b->binding, offset); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - res[COMPUTE].buffers.feed(mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer), mtlbuf); - res[COMPUTE].bufferOffsets.feed(b->binding, offset); + const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer); + if (nativeBinding >= 0) { + res[COMPUTE].buffers.feed(nativeBinding, mtlbuf); + res[COMPUTE].bufferOffsets.feed(b->binding, offset); + } } } break; diff --git a/src/gui/rhi/qshader.cpp b/src/gui/rhi/qshader.cpp index dc6060f8828..0b99281f08e 100644 --- a/src/gui/rhi/qshader.cpp +++ b/src/gui/rhi/qshader.cpp @@ -660,6 +660,13 @@ QDebug operator<<(QDebug dbg, const QShaderVersion &v) pair, because combined image samplers may map to two native resources (a texture and a sampler) in some shading languages. In that case the second value refers to the sampler. + + \note The native binding may be -1, in case there is no active binding for + the resource in the shader. (for example, there is a uniform block + declared, but it is not used in the shader code) The map is always + complete, meaning there is an entry for all declared uniform blocks, + storage blocks, image objects, and combined samplers, but the value will be + -1 for those that are not actually referenced in the shader functions. */ /*!