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kc3-lang/angle/include/platform/FeaturesMtl.h

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  • Author : Le Hoang Quyen
    Date : 2020-10-25 03:08:25
    Hash : 9ff063e9
    Message : Metal: fix max varyings, copyImage between mips, depth fmt - GLSLTest_ES3.MaxVaryingWithFeedbackAndGLline failed before because gl_Position takes up one slot from max varyings on Metal back-end. FIXED - Previously, copyImage() between mips of the same texture would fail. Due to the read RenderTargetMtl is released before the copy happens. FIXED - GL_DEPTH_COMPONENT24 texture data upload didn't work due to the source 32 bit depth data wasn't handled properly. FIXED - D24S8 format will be disabled on AMD for now, it will be converted to D32S8 instead. Bug: angleproject:2634 Bug: angleproject:5235 Bug: angleproject:5242 Change-Id: Ie7082f0545c0885ce5ec72df8a7ec4ee5d5de4b1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2494525 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • include/platform/FeaturesMtl.h
  • //
    // 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.
    //
    // FeaturesMtl.h: Optional features for the Metal renderer.
    //
    
    #ifndef ANGLE_PLATFORM_FEATURESMTL_H_
    #define ANGLE_PLATFORM_FEATURESMTL_H_
    
    #include "platform/Feature.h"
    
    namespace angle
    {
    
    struct FeaturesMtl : FeatureSetBase
    {
        // BaseVertex/Instanced draw support:
        Feature hasBaseVertexInstancedDraw = {
            "has_base_vertex_instanced_draw", FeatureCategory::MetalFeatures,
            "The renderer supports base vertex instanced draw", &members};
    
        // Support depth texture filtering
        Feature hasDepthTextureFiltering = {
            "has_depth_texture_filtering", FeatureCategory::MetalFeatures,
            "The renderer supports depth texture's filtering other than nearest", &members};
    
        // Support explicit memory barrier
        Feature hasExplicitMemBarrier = {"has_explicit_mem_barrier_mtl", FeatureCategory::MetalFeatures,
                                         "The renderer supports explicit memory barrier", &members};
    
        // Some renderer can break render pass cheaply, i.e. desktop class GPUs.
        Feature hasCheapRenderPass = {"has_cheap_render_pass_mtl", FeatureCategory::MetalFeatures,
                                      "The renderer can cheaply break a render pass.", &members};
    
        // Non-uniform compute shader dispatch support, i.e. Group size is not necessarily to be fixed:
        Feature hasNonUniformDispatch = {
            "has_non_uniform_dispatch", FeatureCategory::MetalFeatures,
            "The renderer supports non uniform compute shader dispatch's group size", &members};
    
        // fragment stencil output support
        Feature hasStencilOutput = {"has_shader_stencil_output", FeatureCategory::MetalFeatures,
                                    "The renderer supports stencil output from fragment shader",
                                    &members};
    
        // Texture swizzle support:
        Feature hasTextureSwizzle = {"has_texture_swizzle", FeatureCategory::MetalFeatures,
                                     "The renderer supports texture swizzle", &members};
    
        Feature hasDepthAutoResolve = {
            "has_msaa_depth_auto_resolve", FeatureCategory::MetalFeatures,
            "The renderer supports MSAA depth auto resolve at the end of render pass", &members};
    
        Feature hasStencilAutoResolve = {
            "has_msaa_stencil_auto_resolve", FeatureCategory::MetalFeatures,
            "The renderer supports MSAA stencil auto resolve at the end of render pass", &members};
    
        Feature hasEvents = {"has_mtl_events", FeatureCategory::MetalFeatures,
                             "The renderer supports MTL(Shared)Event", &members};
    
        // On macos, separate depth & stencil buffers are not supproted. However, on iOS devices,
        // they are supproted:
        Feature allowSeparatedDepthStencilBuffers = {
            "allow_separate_depth_stencil_buffers", FeatureCategory::MetalFeatures,
            "Some Apple platforms such as iOS allows separate depth & stencil buffers, "
            "whereas others such as macOS don't",
            &members};
    
        Feature allowMultisampleStoreAndResolve = {
            "allow_msaa_store_and_resolve", FeatureCategory::MetalFeatures,
            "The renderer supports MSAA store and resolve in the same pass", &members};
    
        Feature allowGenMultipleMipsPerPass = {
            "gen_multiple_mips_per_pass", FeatureCategory::MetalFeatures,
            "The renderer supports generating multiple mipmaps per pass", &members};
    
        Feature forceBufferGPUStorage = {
            "force_buffer_gpu_storage_mtl", FeatureCategory::MetalFeatures,
            "On systems that support both buffer's memory allocation on GPU and shared memory (such as "
            "macOS), force using GPU memory allocation for buffers.",
            &members};
    
        Feature forceD24S8AsUnsupported = {"force_d24s8_as_unsupported", FeatureCategory::MetalFeatures,
                                           "Force Depth24Stencil8 format as unsupported.", &members};
    };
    
    }  // namespace angle
    
    #endif  // ANGLE_PLATFORM_FEATURESMTL_H_