Hash :
9ff58e26
Author :
Date :
2020-09-27T15:27:12
Metal: Implement sampler object & shadow compare mode Note: GL_TEXTURE_COMPARE_MODE=GL_NONE is not supported on shadow sampler for now. Bug: angleproject:2634 Change-Id: I470bad6322e78ef1408e4334e1e778821df7cbf1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433332 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>
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//
// Copyright 2020 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.
//
// SamplerMtl.mm:
// Defines the class interface for SamplerMtl, implementing SamplerImpl.
//
#include "libANGLE/renderer/metal/SamplerMtl.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/metal/ContextMtl.h"
#include "libANGLE/renderer/metal/DisplayMtl.h"
#include "libANGLE/renderer/metal/mtl_state_cache.h"
namespace rx
{
SamplerMtl::SamplerMtl(const gl::SamplerState &state) : SamplerImpl(state) {}
SamplerMtl::~SamplerMtl() = default;
void SamplerMtl::onDestroy(const gl::Context *context)
{
mSamplerState = nil;
}
const mtl::AutoObjCPtr<id<MTLSamplerState>> &SamplerMtl::getSampler(ContextMtl *contextMtl)
{
if (!mSamplerState)
{
DisplayMtl *displayMtl = contextMtl->getDisplay();
mtl::SamplerDesc samplerDesc(mState);
mSamplerState =
displayMtl->getStateCache().getSamplerState(displayMtl->getMetalDevice(), samplerDesc);
}
return mSamplerState;
}
angle::Result SamplerMtl::syncState(const gl::Context *context, const bool dirty)
{
if (dirty)
{
// Recreate sampler
mSamplerState = nil;
if (mCompareMode != mState.getCompareMode() || mCompareFunc != mState.getCompareFunc())
{
ContextMtl *contextMtl = mtl::GetImpl(context);
mCompareMode = mState.getCompareMode();
mCompareFunc = mState.getCompareFunc();
// Tell context to rebind textures so that ProgramMtl has a chance to verify
// depth texture compare mode.
contextMtl->invalidateCurrentTextures();
}
}
return angle::Result::Continue;
}
} // namespace rx