src/libANGLE/renderer/metal/shaders/common.h


Log

Author Commit Date CI Message
Gregg Tavares 8a0351a5 2022-05-26T14:29:21 Metal:Dynamically choose max draw buffers. The code was hard coded to 4 which is lower than OpenGL's 8. This implementation keeps a hard coded array of size 8 in rx::mtl::RenderPassDesc and rx::mtl::RenderPipelineOutputDesc but only uses up to the display's limit. Bug: angleproject:7280 Bug: angleproject:5730 Change-Id: Idd7e64dc47697882b44540804159566158e1e924 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3671695 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Gregg Tavares <gman@chromium.org>
Le Hoang Quyen 5b7c5b34 2020-10-18T17:19:51 Metal: don't precompile default shaders. Default shaders will be compiled from source at runtime, this is because they depend on ANGLE format table and there is currently no way to pre-compile metal shaders in a cross-platform manner. Using default shaders' source instead of pre-compiled form seems to reduce the libGLESv2's binary size. However, the startup time will be increased due to runtime cost of compilation, thus the compilation now will be done asynchronously. Bug: angleproject:5186 Change-Id: I0e1987d6c76692d5169255736fbb8e215185c33b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2482405 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Le Hoang Quyen 63c91a3b 2020-08-04T20:09:05 Metal: autogen for PBO related shaders. Bug: angleproject:2634 Change-Id: I36e5a6a4cb11d82f666c410b33fdb39ad35a5e80 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336557 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen 7ce9947d 2020-08-04T12:08:00 Metal: autogen for 3D texture's mipmap generating shader. Bug: angleproject:4921 Bug: angleproject:2634 Change-Id: I5c379d750114e2ca1c5dd0203e94bb63dac1e0bf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336125 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Le Hoang Quyen defeda29 2020-08-04T12:08:00 Metal: autogen for EXT_draw_buffers & ANGLE_framebuffer_blit Bug: angleproject:2634 Change-Id: I8f8ee91fb673301b8bd97c359ee39c411e2bf8da Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336124 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Le Hoang Quyen 3e0b61a9 2020-07-06T01:18:22 Metal: Compile default shader source files separately. - Previously all default shader files were included in one file named master_source.metal. - Now they will be compiled separately and link together to generate binary shader. - Also generate a debug binary variant that will be used in debug build. Bug: angleproject:2634 Change-Id: Ic040835c4a729666e73afeba52f5be839b632396 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281784 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen 9277ee74 2020-07-06T12:40:58 Metal: Implement MSAA default framebuffer. GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask writing logic to fragment shader. New test added: MultisampleTest.ContentPresevedAfterInterruption. - Skip on D3D11 (Bug: angleproject:4609) Bug: angleproject:2634 Change-Id: Ib44daf0baccc36ea320596d81713156047da059c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen c0c938af 2020-05-11T00:50:00 Metal: draw 1 triangle instead of 2 for fullscreen shaders. Reference article in favour of one big triangle instead of 2: https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ According to this article, the performance could be increased by ~10% for fullscreen shaders. Bug: angleproject:2634 Change-Id: Ia5b04c40f0587e3cb8680c0f30f7b68d9d7a3efe Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193192 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Quyen fe26bae4 2019-10-29T18:38:53 Metal backend implementation pt 2 This is without Metal specific shader translator implemented yet. Bug: angleproject:2634 Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Le Quyen 25301999 2019-10-11T14:49:00 Metal implementation pt 1: autogen resources Autogen format table and internal shaders for Metal. Bug: angleproject:2634 Change-Id: I4d81fcd17a0e9959ba9c38a250acc7abb168f54c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>