Hash :
2ebd5100
Author :
Date :
2022-08-11T10:43:32
Add gl::Context as a parameter to Shader::resolveCompile This prepares us to access the Context's shader cache in resolveCompile in the next commit. Bug: angleproject:7036 Change-Id: I7995c54b290a5a48f0c8985cb56ea0048598ab2f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3827642 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> 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_glslang_mtl_utils.h: Wrapper for Khronos's glslang compiler for MSL.
//
#ifndef mtl_glslang_mtl_utils_h
#define mtl_glslang_mtl_utils_h
#include "libANGLE/Context.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/metal/mtl_common.h"
namespace rx
{
namespace mtl
{
struct SamplerBinding
{
uint32_t textureBinding = 0;
uint32_t samplerBinding = 0;
};
struct TranslatedShaderInfo
{
void reset();
// Translated Metal source code
std::string metalShaderSource;
// Metal library compiled from source code above. Used by ProgramMtl.
AutoObjCPtr<id<MTLLibrary>> metalLibrary;
std::array<SamplerBinding, kMaxGLSamplerBindings> actualSamplerBindings;
std::array<uint32_t, kMaxGLUBOBindings> actualUBOBindings;
std::array<uint32_t, kMaxShaderXFBs> actualXFBBindings;
bool hasUBOArgumentBuffer;
bool hasInvariantOrAtan;
};
void MSLGetShaderSource(const gl::Context *context,
const gl::ProgramState &programState,
const gl::ProgramLinkedResources &resources,
gl::ShaderMap<std::string> *shaderSourcesOut,
ShaderInterfaceVariableInfoMap *variableInfoMapOut);
angle::Result GlslangGetMSL(const gl::Context *glContext,
const gl::ProgramState &programState,
const gl::Caps &glCaps,
const gl::ShaderMap<std::string> &shaderSources,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
gl::ShaderMap<TranslatedShaderInfo> *mslShaderInfoOut,
gl::ShaderMap<std::string> *mslCodeOut,
size_t xfbBufferCount);
// Get equivalent shadow compare mode that is used in translated msl shader.
uint MslGetShaderShadowCompareMode(GLenum mode, GLenum func);
} // namespace mtl
} // namespace rx
#endif /* mtl_glslang_mtl_utils_h */