Hash :
d664543f
Author :
Date :
2023-09-01T23:11:59
Metal: Move setupDraw and associated code to executable Last bits of state left in ProgramMtl that are now moved to ProgramExecutableMtl, and now ContextMtl does not reference the program at all. This fix was necessary for a follow up change that allows the program to be modified while the executable is installed, and the metal backend was crashing after a failed relink due its direct access to the program. Bug: angleproject:8297 Change-Id: Iadf623bf6baf612767ff372adee2e7f4eeedb593 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4833624 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// mtl_msl_utils.h: Utilities to manipulate MSL.
//
#ifndef mtl_msl_utils_h
#define mtl_msl_utils_h
#include <memory>
#include "compiler/translator/msl/TranslatorMSL.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/metal/mtl_common.h"
namespace rx
{
struct CompiledShaderStateMtl : angle::NonCopyable
{
sh::TranslatorMetalReflection translatorMetalReflection = {};
};
using SharedCompiledShaderStateMtl = std::shared_ptr<CompiledShaderStateMtl>;
namespace mtl
{
struct SamplerBinding
{
uint32_t textureBinding = 0;
uint32_t samplerBinding = 0;
};
struct TranslatedShaderInfo
{
void reset();
// Translated Metal source code
std::shared_ptr<const std::string> metalShaderSource;
// Metal library compiled from source code above. Used by ProgramMtl.
AutoObjCPtr<id<MTLLibrary>> metalLibrary;
std::array<SamplerBinding, kMaxGLSamplerBindings> actualSamplerBindings;
std::array<int, kMaxShaderImages> actualImageBindings;
std::array<uint32_t, kMaxGLUBOBindings> actualUBOBindings;
std::array<uint32_t, kMaxShaderXFBs> actualXFBBindings;
bool hasUBOArgumentBuffer;
bool hasInvariant;
};
void MSLGetShaderSource(const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderMap<std::string> *shaderSourcesOut);
angle::Result MTLGetMSL(Context *context,
const gl::ProgramExecutable &executable,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
const gl::ShaderMap<SharedCompiledShaderStateMtl> &shadersState,
gl::ShaderMap<TranslatedShaderInfo> *mslShaderInfoOut);
// Get equivalent shadow compare mode that is used in translated msl shader.
uint MslGetShaderShadowCompareMode(GLenum mode, GLenum func);
} // namespace mtl
} // namespace rx
#endif /* mtl_msl_utils_h */