Hash :
c5b5cf6c
Author :
Date :
2020-09-10T16:58:18
Refactor to pass ProgramMergedVaryings to link impl Follow-on CL needs the ProgramMergedVaryings in the Vulkan backend to generate valid SPIRV. Bug: angleproject:3078 Change-Id: Ic442a3e0bd713fec36bd6b9420f67f3b1118e5ad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2404336 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
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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.
//
// ProgramMtl.h:
// Defines the class interface for ProgramMtl, implementing ProgramImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_
#define LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_
#import <Metal/Metal.h>
#include <array>
#include "common/Optional.h"
#include "common/utilities.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_glslang_utils.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
#include "libANGLE/renderer/metal/mtl_state_cache.h"
namespace rx
{
class ContextMtl;
// Represents a specialized shader variant. For example, a shader variant with fragment coverage
// mask enabled and a shader variant without.
struct ProgramShaderVariantMtl
{
void reset(ContextMtl *contextMtl);
mtl::AutoObjCPtr<id<MTLFunction>> metalShader;
// NOTE(hqle): might need additional info such as uniform buffer encoder, fragment coverage mask
// enabled or not, etc.
};
class ProgramMtl : public ProgramImpl, public mtl::RenderPipelineCacheSpecializeShaderFactory
{
public:
ProgramMtl(const gl::ProgramState &state);
~ProgramMtl() override;
void destroy(const gl::Context *context) override;
std::unique_ptr<LinkEvent> load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog,
const gl::ProgramMergedVaryings &mergedVaryings) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
// Override mtl::RenderPipelineCacheSpecializeShaderFactory
angle::Result getSpecializedShader(mtl::Context *context,
gl::ShaderType shaderType,
const mtl::RenderPipelineDesc &renderPipelineDesc,
id<MTLFunction> *shaderOut) override;
bool hasSpecializedShader(gl::ShaderType shaderType,
const mtl::RenderPipelineDesc &renderPipelineDesc) override;
// Calls this before drawing, changedPipelineDesc is passed when vertex attributes desc and/or
// shader program changed.
angle::Result setupDraw(const gl::Context *glContext,
mtl::RenderCommandEncoder *cmdEncoder,
const Optional<mtl::RenderPipelineDesc> &changedPipelineDesc,
bool forceTexturesSetting);
private:
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
template <class T>
void getUniformImpl(GLint location, T *v, GLenum entryPointType) const;
template <typename T>
void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
angle::Result commitUniforms(ContextMtl *context, mtl::RenderCommandEncoder *cmdEncoder);
angle::Result updateTextures(const gl::Context *glContext,
mtl::RenderCommandEncoder *cmdEncoder,
bool forceUpdate);
void reset(ContextMtl *context);
void linkResources(const gl::ProgramLinkedResources &resources);
angle::Result linkImpl(const gl::Context *glContext,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog);
angle::Result createMslShaderLib(const gl::Context *glContext,
gl::ShaderType shaderType,
gl::InfoLog &infoLog,
const std::string &translatedSource);
// State for the default uniform blocks.
struct DefaultUniformBlock final : private angle::NonCopyable
{
DefaultUniformBlock();
~DefaultUniformBlock();
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
// Since the default blocks are laid out in std140, this tells us where to write on a call
// to a setUniform method. They are arranged in uniform location order.
std::vector<sh::BlockMemberInfo> uniformLayout;
};
gl::ShaderBitSet mDefaultUniformBlocksDirty;
gl::ShaderBitSet mSamplerBindingsDirty;
gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
gl::ShaderMap<std::string> mTranslatedMslShader;
gl::ShaderMap<mtl::TranslatedShaderInfo> mMslShaderTranslateInfo;
gl::ShaderMap<mtl::AutoObjCPtr<id<MTLLibrary>>> mMslShaderLibrary;
// Shader variants:
// - Vertex shader: One variant for now.
std::array<ProgramShaderVariantMtl, 1> mVertexShaderVariants;
// - Fragment shader: One with sample coverage mask enabled, one with it disabled.
std::array<ProgramShaderVariantMtl, 2> mFragmentShaderVariants;
mtl::RenderPipelineCache mMetalRenderPipelineCache;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ */