Hash :
0f9feb49
Author :
Date :
2025-03-15T23:51:04
Metal: Use render passes for B2T PBO copies. This would make it possible to avoid setting ShaderWrite usage to all textures in future. Bug: chromium:392521084 Change-Id: I25145f3578589c71ee469df08162d3a3f17c8cbe Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6356129 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796
//
// 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_render_utils.h:
// Defines the class interface for RenderUtils, which contains many utility functions and shaders
// for converting, blitting, copying as well as generating data, and many more.
//
#ifndef LIBANGLE_RENDERER_METAL_MTL_RENDER_UTILS_H_
#define LIBANGLE_RENDERER_METAL_MTL_RENDER_UTILS_H_
#import <Metal/Metal.h>
#include <unordered_map>
#include <unordered_set>
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/metal/RenderTargetMtl.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_context_device.h"
#include "libANGLE/renderer/metal/mtl_state_cache.h"
#include "libANGLE/renderer/metal/shaders/constants.h"
namespace rx
{
class BufferMtl;
class ContextMtl;
class DisplayMtl;
class VisibilityBufferOffsetsMtl;
namespace mtl
{
struct ClearRectParams
{
ClearRectParams() { clearWriteMaskArray.fill(MTLColorWriteMaskAll); }
Optional<ClearColorValue> clearColor;
Optional<float> clearDepth;
Optional<uint32_t> clearStencil;
WriteMaskArray clearWriteMaskArray;
const mtl::Format *colorFormat = nullptr;
gl::Extents dstTextureSize;
// Only clear enabled buffers
gl::DrawBufferMask enabledBuffers;
gl::Rectangle clearArea;
bool flipY = false;
};
struct NormalizedCoords
{
NormalizedCoords();
NormalizedCoords(float x, float y, float width, float height, const gl::Rectangle &rect);
NormalizedCoords(const gl::Rectangle &rect, const gl::Extents &extents);
float v[4];
};
struct BlitParams
{
gl::Extents dstTextureSize;
gl::Rectangle dstRect;
gl::Rectangle dstScissorRect;
// Destination texture needs to have viewport Y flipped?
// The difference between this param and unpackFlipY is that unpackFlipY is from
// glCopyImageCHROMIUM()/glBlitFramebuffer(), and dstFlipY controls whether the final viewport
// needs to be flipped when drawing to destination texture. It is possible to combine the two
// flags before passing to RenderUtils. However, to avoid duplicated works, just pass the two
// flags to RenderUtils, they will be combined internally by RenderUtils logic.
bool dstFlipY = false;
bool dstFlipX = false;
TextureRef src;
MipmapNativeLevel srcLevel = kZeroNativeMipLevel;
uint32_t srcLayer = 0;
// Source rectangle:
// NOTE: if srcYFlipped=true, this rectangle will be converted internally to flipped rect before
// blitting.
NormalizedCoords srcNormalizedCoords;
bool srcYFlipped = false; // source texture has data flipped in Y direction
bool unpackFlipX = false; // flip texture data copying process in X direction
bool unpackFlipY = false; // flip texture data copying process in Y direction
};
struct ColorBlitParams : public BlitParams
{
ColorBlitParams() {}
gl::DrawBufferMask enabledBuffers;
GLenum filter = GL_NEAREST;
bool unpackPremultiplyAlpha = false;
bool unpackUnmultiplyAlpha = false;
bool transformLinearToSrgb = false;
bool dstLuminance = false;
};
struct DepthStencilBlitParams : public BlitParams
{
TextureRef srcStencil;
};
// Stencil blit via an intermediate buffer. NOTE: source depth texture parameter is ignored.
// See DepthStencilBlitUtils::blitStencilViaCopyBuffer()
struct StencilBlitViaBufferParams : public DepthStencilBlitParams
{
StencilBlitViaBufferParams();
StencilBlitViaBufferParams(const DepthStencilBlitParams &src);
TextureRef dstStencil;
MipmapNativeLevel dstStencilLevel = kZeroNativeMipLevel;
uint32_t dstStencilLayer = 0;
bool dstPackedDepthStencilFormat = false;
};
struct TriFanOrLineLoopFromArrayParams
{
uint32_t firstVertex;
uint32_t vertexCount;
BufferRef dstBuffer;
// Must be multiples of kIndexBufferOffsetAlignment
uint32_t dstOffset;
};
struct IndexConversionParams
{
gl::DrawElementsType srcType;
uint32_t indexCount;
const BufferRef &srcBuffer;
uint32_t srcOffset;
const BufferRef &dstBuffer;
// Must be multiples of kIndexBufferOffsetAlignment
uint32_t dstOffset;
bool primitiveRestartEnabled = false;
};
struct IndexGenerationParams
{
gl::DrawElementsType srcType;
GLsizei indexCount;
const void *indices;
BufferRef dstBuffer;
uint32_t dstOffset;
bool primitiveRestartEnabled = false;
};
struct CopyPixelsCommonParams
{
BufferRef buffer;
uint32_t bufferStartOffset = 0;
uint32_t bufferRowPitch = 0;
TextureRef texture;
gl::Rectangle textureArea = {};
uint32_t textureSliceOrDepth = 0;
};
struct CopyPixelsFromBufferParams : CopyPixelsCommonParams
{
uint32_t bufferDepthPitch = 0;
};
struct CopyPixelsToBufferParams : CopyPixelsCommonParams
{
MipmapNativeLevel textureLevel = kZeroNativeMipLevel;
bool reverseTextureRowOrder = false;
};
struct VertexFormatConvertParams
{
BufferRef srcBuffer;
uint32_t srcBufferStartOffset = 0;
uint32_t srcStride = 0;
uint32_t srcDefaultAlphaData = 0; // casted as uint
BufferRef dstBuffer;
uint32_t dstBufferStartOffset = 0;
uint32_t dstStride = 0;
uint32_t dstComponents = 0;
uint32_t vertexCount = 0;
};
struct BlockLinearizationParams
{
BufferRef srcBuffer;
BufferRef dstBuffer;
uint32_t srcBufferOffset;
uint32_t blocksWide;
uint32_t blocksHigh;
};
struct DepthSaturationParams
{
BufferRef srcBuffer;
BufferRef dstBuffer;
uint32_t srcBufferOffset;
uint32_t dstWidth;
uint32_t dstHeight;
uint32_t srcPitch;
};
// Utils class for clear & blitting
class ClearUtils final : angle::NonCopyable
{
public:
ClearUtils() = delete;
ClearUtils(const std::string &fragmentShaderName);
// Clear current framebuffer
angle::Result clearWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ClearRectParams ¶ms);
private:
angle::Result ensureShadersInitialized(ContextMtl *ctx, uint32_t numColorAttachments);
angle::Result setupClearWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ClearRectParams ¶ms);
id<MTLDepthStencilState> getClearDepthStencilState(const gl::Context *context,
const ClearRectParams ¶ms);
angle::Result getClearRenderPipelineState(
const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ClearRectParams ¶ms,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outPipelineState);
const std::string mFragmentShaderName;
angle::ObjCPtr<id<MTLFunction>> mVertexShader;
std::array<angle::ObjCPtr<id<MTLFunction>>, kMaxRenderTargets + 1> mFragmentShaders;
};
class ColorBlitUtils final : angle::NonCopyable
{
public:
ColorBlitUtils() = delete;
ColorBlitUtils(const std::string &fragmentShaderName);
// Blit texture data to current framebuffer
angle::Result blitColorWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ColorBlitParams ¶ms);
private:
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct ShaderKey
{
int sourceTextureType = 0;
uint32_t numColorAttachments : 29;
uint32_t unmultiplyAlpha : 1;
uint32_t premultiplyAlpha : 1;
uint32_t transformLinearToSrgb : 1;
ShaderKey()
: numColorAttachments(0),
unmultiplyAlpha(false),
premultiplyAlpha(false),
transformLinearToSrgb(false)
{}
ShaderKey(int sourceTextureType,
uint32_t numColorAttachments,
bool unmultiplyAlpha,
bool premultiplyAlpha,
bool transformLinearToSrgb)
: sourceTextureType(sourceTextureType),
numColorAttachments(numColorAttachments),
unmultiplyAlpha(unmultiplyAlpha != premultiplyAlpha ? unmultiplyAlpha : false),
premultiplyAlpha(unmultiplyAlpha != premultiplyAlpha ? premultiplyAlpha : false),
transformLinearToSrgb(transformLinearToSrgb)
{}
bool operator==(const ShaderKey &other) const
{
return sourceTextureType == other.sourceTextureType &&
numColorAttachments == other.numColorAttachments &&
unmultiplyAlpha == other.unmultiplyAlpha &&
premultiplyAlpha == other.premultiplyAlpha &&
transformLinearToSrgb == other.transformLinearToSrgb;
}
struct Hash
{
size_t operator()(const ShaderKey &k) const noexcept
{
return angle::HashMultiple(k.sourceTextureType, k.numColorAttachments,
k.unmultiplyAlpha, k.premultiplyAlpha,
k.transformLinearToSrgb);
}
};
};
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
static_assert(sizeof(ShaderKey) == 8);
angle::Result ensureShadersInitialized(ContextMtl *ctx,
const ShaderKey &key,
angle::ObjCPtr<id<MTLFunction>> *fragmentShaderOut);
angle::Result setupColorBlitWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ColorBlitParams ¶ms);
angle::Result getColorBlitRenderPipelineState(
const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ColorBlitParams ¶ms,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outPipelineState);
const std::string mFragmentShaderName;
angle::ObjCPtr<id<MTLFunction>> mVertexShader;
// Blit fragment shaders.
std::unordered_map<ShaderKey, angle::ObjCPtr<id<MTLFunction>>, ShaderKey::Hash>
mBlitFragmentShaders;
};
class DepthStencilBlitUtils final : angle::NonCopyable
{
public:
angle::Result blitDepthStencilWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const DepthStencilBlitParams ¶ms);
// Blit stencil data using intermediate buffer. This function is used on devices with no
// support for direct stencil write in shader. Thus an intermediate buffer storing copied
// stencil data is needed.
// NOTE: this function shares the params struct with depth & stencil blit, but depth texture
// parameter is not used. This function will break existing render pass.
angle::Result blitStencilViaCopyBuffer(const gl::Context *context,
const StencilBlitViaBufferParams ¶ms);
private:
angle::Result ensureShadersInitialized(ContextMtl *ctx,
int sourceDepthTextureType,
int sourceStencilTextureType,
angle::ObjCPtr<id<MTLFunction>> *fragmentShaderOut);
angle::Result setupDepthStencilBlitWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const DepthStencilBlitParams ¶ms);
angle::Result getDepthStencilBlitRenderPipelineState(
const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const DepthStencilBlitParams ¶ms,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outRenderPipelineState);
angle::Result getStencilToBufferComputePipelineState(
ContextMtl *ctx,
const StencilBlitViaBufferParams ¶ms,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipelineState);
angle::ObjCPtr<id<MTLFunction>> mVertexShader;
std::array<angle::ObjCPtr<id<MTLFunction>>, mtl_shader::kTextureTypeCount>
mDepthBlitFragmentShaders;
std::array<angle::ObjCPtr<id<MTLFunction>>, mtl_shader::kTextureTypeCount>
mStencilBlitFragmentShaders;
std::array<std::array<angle::ObjCPtr<id<MTLFunction>>, mtl_shader::kTextureTypeCount>,
mtl_shader::kTextureTypeCount>
mDepthStencilBlitFragmentShaders;
std::array<angle::ObjCPtr<id<MTLFunction>>, mtl_shader::kTextureTypeCount>
mStencilBlitToBufferComputeShaders;
// Intermediate buffer for storing copied stencil data. Used when device doesn't support
// writing stencil in shader.
BufferRef mStencilCopyBuffer;
};
// util class for generating index buffer
class IndexGeneratorUtils final : angle::NonCopyable
{
public:
angle::Result convertIndexBufferGPU(ContextMtl *contextMtl,
const IndexConversionParams ¶ms);
angle::Result generateTriFanBufferFromArrays(ContextMtl *contextMtl,
const TriFanOrLineLoopFromArrayParams ¶ms);
// Generate triangle fan index buffer for glDrawElements().
angle::Result generateTriFanBufferFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
angle::Result generateLineLoopBufferFromArrays(ContextMtl *contextMtl,
const TriFanOrLineLoopFromArrayParams ¶ms);
angle::Result generateLineLoopLastSegment(ContextMtl *contextMtl,
uint32_t firstVertex,
uint32_t lastVertex,
const BufferRef &dstBuffer,
uint32_t dstOffset);
// Generate line loop index buffer for glDrawElements().
// Destination buffer must have at least 2x the number of original indices if primitive restart
// is enabled.
angle::Result generateLineLoopBufferFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
// Generate line loop's last segment index buffer for glDrawElements().
// NOTE: this function assumes primitive restart is not enabled.
angle::Result generateLineLoopLastSegmentFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms);
private:
// Index generator compute shaders:
// - First dimension: index type.
// - second dimension: source buffer's offset is aligned or not.
using IndexConversionShaderArray = std::array<std::array<angle::ObjCPtr<id<MTLFunction>>, 2>,
angle::EnumSize<gl::DrawElementsType>()>;
angle::Result getIndexConversionPipeline(
ContextMtl *contextMtl,
gl::DrawElementsType srcType,
uint32_t srcOffset,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
// Get compute pipeline to generate tri fan/line loop index for glDrawElements().
angle::Result getIndicesFromElemArrayGeneratorPipeline(
ContextMtl *contextMtl,
gl::DrawElementsType srcType,
uint32_t srcOffset,
NSString *shaderName,
IndexConversionShaderArray *pipelineCacheArray,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
// Defer loading of compute pipeline to generate tri fan index for glDrawArrays().
angle::Result getTriFanFromArrayGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
// Defer loading of compute pipeline to generate line loop index for glDrawArrays().
angle::Result getLineLoopFromArrayGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::Result generateTriFanBufferFromElementsArrayGPU(
ContextMtl *contextMtl,
gl::DrawElementsType srcType,
uint32_t indexCount,
const BufferRef &srcBuffer,
uint32_t srcOffset,
const BufferRef &dstBuffer,
// Must be multiples of kIndexBufferOffsetAlignment
uint32_t dstOffset);
angle::Result generateTriFanBufferFromElementsArrayCPU(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
angle::Result generateLineLoopBufferFromElementsArrayGPU(
ContextMtl *contextMtl,
gl::DrawElementsType srcType,
uint32_t indexCount,
const BufferRef &srcBuffer,
uint32_t srcOffset,
const BufferRef &dstBuffer,
// Must be multiples of kIndexBufferOffsetAlignment
uint32_t dstOffset);
angle::Result generateLineLoopBufferFromElementsArrayCPU(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
angle::Result generateLineLoopLastSegmentFromElementsArrayCPU(
ContextMtl *contextMtl,
const IndexGenerationParams ¶ms);
IndexConversionShaderArray mIndexConversionShaders;
IndexConversionShaderArray mTriFanFromElemArrayGeneratorShaders;
angle::ObjCPtr<id<MTLFunction>> mTriFanFromArraysGeneratorShader;
IndexConversionShaderArray mLineLoopFromElemArrayGeneratorShaders;
angle::ObjCPtr<id<MTLFunction>> mLineLoopFromArraysGeneratorShader;
};
// Util class for handling visibility query result
class VisibilityResultUtils final : angle::NonCopyable
{
public:
angle::Result combineVisibilityResult(
ContextMtl *contextMtl,
bool keepOldValue,
const VisibilityBufferOffsetsMtl &renderPassResultBufOffsets,
const BufferRef &renderPassResultBuf,
const BufferRef &finalResultBuf);
private:
angle::Result getVisibilityResultCombinePipeline(
ContextMtl *contextMtl,
bool keepOldValue,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
// Visibility combination compute shaders:
// - 0: This compute shader only combines the new values and discard old value.
// - 1: This compute shader keep the old value and combines with new values.
std::array<angle::ObjCPtr<id<MTLFunction>>, 2> mVisibilityResultCombineComputeShaders;
};
// Util class for handling mipmap generation
class MipmapUtils final : angle::NonCopyable
{
public:
// Compute based mipmap generation.
angle::Result generateMipmapCS(ContextMtl *contextMtl,
const TextureRef &srcTexture,
bool sRGBMipmap,
NativeTexLevelArray *mipmapOutputViews);
private:
angle::Result get3DMipGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::Result get2DMipGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::Result get2DArrayMipGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::Result getCubeMipGeneratorPipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
// Mipmaps generating compute pipeline:
angle::ObjCPtr<id<MTLFunction>> m3DMipGeneratorShader;
angle::ObjCPtr<id<MTLFunction>> m2DMipGeneratorShader;
angle::ObjCPtr<id<MTLFunction>> m2DArrayMipGeneratorShader;
angle::ObjCPtr<id<MTLFunction>> mCubeMipGeneratorShader;
};
// Util class for handling pixels copy between buffers and textures
class CopyPixelsUtils final : angle::NonCopyable
{
public:
CopyPixelsUtils() = default;
CopyPixelsUtils(const std::string &readShaderName, const std::string &writeShaderName);
angle::Result unpackPixelsWithDraw(const gl::Context *context,
const angle::Format &srcAngleFormat,
const CopyPixelsFromBufferParams ¶ms);
angle::Result packPixelsCS(ContextMtl *contextMtl,
const angle::Format &dstAngleFormat,
const CopyPixelsToBufferParams ¶ms);
private:
angle::Result getT2BComputePipeline(
ContextMtl *contextMtl,
const angle::Format &angleFormat,
const TextureRef &texture,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::Result getB2TRenderPipeline(
ContextMtl *contextMtl,
RenderCommandEncoder *cmdEncoder,
const angle::Format &angleFormat,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outRenderPipeline);
// Compute functions that copy pixels from texture to buffer:
// - First dimension: pixel format key.
// - Second dimension: texture type key.
using T2BComputeShaderArray =
std::array<std::array<angle::ObjCPtr<id<MTLFunction>>, mtl_shader::kTextureTypeCount>,
angle::kNumANGLEFormats>;
T2BComputeShaderArray mT2BComputeShaders;
// Render pipeline functions that copy pixels from buffer to texture:
// - Keyed by pixel formats.
using B2TFragmentShaderArray =
std::array<angle::ObjCPtr<id<MTLFunction>>, angle::kNumANGLEFormats>;
B2TFragmentShaderArray mB2TFragmentShaders;
angle::ObjCPtr<id<MTLFunction>> mB2TVertexShader;
const std::string mReadShaderName;
const std::string mWriteShaderName;
};
// Util class for handling vertex format conversion on GPU
class VertexFormatConversionUtils final : angle::NonCopyable
{
public:
// Convert vertex format to float. Compute shader version.
angle::Result convertVertexFormatToFloatCS(ContextMtl *contextMtl,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
// Convert vertex format to float. Vertex shader version. This version should be used if
// a render pass is active and we don't want to break it. Explicit memory barrier must be
// supported.
angle::Result convertVertexFormatToFloatVS(const gl::Context *context,
RenderCommandEncoder *renderEncoder,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
// Expand number of components per vertex's attribute (or just simply copy components between
// buffers with different stride and offset)
angle::Result expandVertexFormatComponentsCS(ContextMtl *contextMtl,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
angle::Result expandVertexFormatComponentsVS(const gl::Context *context,
RenderCommandEncoder *renderEncoder,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
private:
angle::Result getComponentsExpandComputePipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outPipelineState);
angle::Result getComponentsExpandRenderPipeline(
ContextMtl *contextMtl,
RenderCommandEncoder *renderEncoder,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outPipelineState);
angle::Result getFloatConverstionComputePipeline(
ContextMtl *contextMtl,
const angle::Format &srcAngleFormat,
angle::ObjCPtr<id<MTLComputePipelineState>> *outPipelineState);
angle::Result getFloatConverstionRenderPipeline(
ContextMtl *contextMtl,
RenderCommandEncoder *renderEncoder,
const angle::Format &srcAngleFormat,
angle::ObjCPtr<id<MTLRenderPipelineState>> *outPipelineState);
template <typename EncoderType, typename PipelineType>
angle::Result setupCommonConvertVertexFormatToFloat(ContextMtl *contextMtl,
EncoderType cmdEncoder,
const PipelineType &pipeline,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
template <typename EncoderType, typename PipelineType>
angle::Result setupCommonExpandVertexFormatComponents(ContextMtl *contextMtl,
EncoderType cmdEncoder,
const PipelineType &pipeline,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
using ConvertToFloatComputeShaderArray =
std::array<angle::ObjCPtr<id<MTLFunction>>, angle::kNumANGLEFormats>;
using ConvertToFloatVertexShaderArray =
std::array<angle::ObjCPtr<id<MTLFunction>>, angle::kNumANGLEFormats>;
ConvertToFloatComputeShaderArray mConvertToFloatCompPipelineCaches;
ConvertToFloatVertexShaderArray mConvertToFloatVertexShaders;
angle::ObjCPtr<id<MTLFunction>> mComponentsExpandComputeShader;
angle::ObjCPtr<id<MTLFunction>> mComponentsExpandVertexShader;
};
// Util class for linearizing PVRTC1 data for buffer to texture uploads
class BlockLinearizationUtils final : angle::NonCopyable
{
public:
angle::Result linearizeBlocks(ContextMtl *contextMtl, const BlockLinearizationParams ¶ms);
private:
angle::Result getBlockLinearizationComputePipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::ObjCPtr<id<MTLFunction>> mLinearizeBlocksComputeShader;
};
// Util class for saturating floating-pont depth data for texture uploads
class DepthSaturationUtils final : angle::NonCopyable
{
public:
angle::Result saturateDepth(ContextMtl *contextMtl, const DepthSaturationParams ¶ms);
private:
angle::Result getDepthSaturationComputePipeline(
ContextMtl *contextMtl,
angle::ObjCPtr<id<MTLComputePipelineState>> *outComputePipeline);
angle::ObjCPtr<id<MTLFunction>> mSaturateDepthComputeShader;
};
// RenderUtils: container class of various util classes above
class RenderUtils : angle::NonCopyable
{
public:
RenderUtils();
// Clear current framebuffer
angle::Result clearWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const ClearRectParams ¶ms);
// Blit texture data to current framebuffer
angle::Result blitColorWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const angle::Format &srcAngleFormat,
const ColorBlitParams ¶ms);
// Same as above but blit the whole texture to the whole of current framebuffer.
// This function assumes the framebuffer and the source texture have same size.
angle::Result blitColorWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const angle::Format &srcAngleFormat,
const TextureRef &srcTexture);
angle::Result copyTextureWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const angle::Format &srcAngleFormat,
const angle::Format &dstAngleFormat,
const ColorBlitParams ¶ms);
angle::Result blitDepthStencilWithDraw(const gl::Context *context,
RenderCommandEncoder *cmdEncoder,
const DepthStencilBlitParams ¶ms);
// See DepthStencilBlitUtils::blitStencilViaCopyBuffer()
angle::Result blitStencilViaCopyBuffer(const gl::Context *context,
const StencilBlitViaBufferParams ¶ms);
// See IndexGeneratorUtils
angle::Result convertIndexBufferGPU(ContextMtl *contextMtl,
const IndexConversionParams ¶ms);
angle::Result generateTriFanBufferFromArrays(ContextMtl *contextMtl,
const TriFanOrLineLoopFromArrayParams ¶ms);
angle::Result generateTriFanBufferFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
angle::Result generateLineLoopBufferFromArrays(ContextMtl *contextMtl,
const TriFanOrLineLoopFromArrayParams ¶ms);
angle::Result generateLineLoopLastSegment(ContextMtl *contextMtl,
uint32_t firstVertex,
uint32_t lastVertex,
const BufferRef &dstBuffer,
uint32_t dstOffset);
angle::Result generateLineLoopBufferFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
uint32_t *indicesGenerated);
angle::Result generateLineLoopLastSegmentFromElementsArray(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms);
void combineVisibilityResult(ContextMtl *contextMtl,
bool keepOldValue,
const VisibilityBufferOffsetsMtl &renderPassResultBufOffsets,
const BufferRef &renderPassResultBuf,
const BufferRef &finalResultBuf);
// Compute based mipmap generation. Only possible for 3D texture for now.
angle::Result generateMipmapCS(ContextMtl *contextMtl,
const TextureRef &srcTexture,
bool sRGBMipmap,
NativeTexLevelArray *mipmapOutputViews);
bool isPixelsUnpackSupported(const angle::Format &format) const;
angle::Result unpackPixelsWithDraw(const gl::Context *context,
const angle::Format &srcAngleFormat,
const CopyPixelsFromBufferParams ¶ms);
angle::Result packPixelsCS(ContextMtl *contextMtl,
const angle::Format &dstAngleFormat,
const CopyPixelsToBufferParams ¶ms);
// See VertexFormatConversionUtils::convertVertexFormatToFloatCS()
angle::Result convertVertexFormatToFloatCS(ContextMtl *contextMtl,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
// See VertexFormatConversionUtils::convertVertexFormatToFloatVS()
angle::Result convertVertexFormatToFloatVS(const gl::Context *context,
RenderCommandEncoder *renderEncoder,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
// See VertexFormatConversionUtils::expandVertexFormatComponentsCS()
angle::Result expandVertexFormatComponentsCS(ContextMtl *contextMtl,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
// See VertexFormatConversionUtils::expandVertexFormatComponentsVS()
angle::Result expandVertexFormatComponentsVS(const gl::Context *context,
RenderCommandEncoder *renderEncoder,
const angle::Format &srcAngleFormat,
const VertexFormatConvertParams ¶ms);
angle::Result generatePrimitiveRestartTrianglesBuffer(ContextMtl *contextMtl,
const IndexGenerationParams ¶ms,
size_t *indicesGenerated);
// See BlockLinearizationUtils::linearizeBlocks()
angle::Result linearizeBlocks(ContextMtl *contextMtl, const BlockLinearizationParams ¶ms);
// See DepthSaturationUtils::saturateDepth()
angle::Result saturateDepth(ContextMtl *contextMtl, const DepthSaturationParams ¶ms);
private:
std::array<ClearUtils, angle::EnumSize<PixelType>()> mClearUtils;
std::array<ColorBlitUtils, angle::EnumSize<PixelType>()> mColorBlitUtils;
ColorBlitUtils mCopyTextureFloatToUIntUtils;
DepthStencilBlitUtils mDepthStencilBlitUtils;
IndexGeneratorUtils mIndexUtils;
VisibilityResultUtils mVisibilityResultUtils;
MipmapUtils mMipmapUtils;
std::array<CopyPixelsUtils, angle::EnumSize<PixelType>()> mCopyPixelsUtils;
VertexFormatConversionUtils mVertexFormatUtils;
BlockLinearizationUtils mBlockLinearizationUtils;
DepthSaturationUtils mDepthSaturationUtils;
const std::unordered_set<angle::FormatID> mPixelUnpackSupportedFormats;
};
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_MTL_RENDER_UTILS_H_ */