Hash :
6ddbfa39
Author :
Date :
2022-05-09T09:06:16
Metal: Log the shader source when a shader fails to translate Refactor Metal logging to include a message string. Bug: chromium:1322521 Change-Id: I3a7b5c36fcf140b3664ad96a9da924819326bf94 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3634725 Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Kenneth Russell <kbr@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.
//
// ContextMtl.h:
// Defines the class interface for ContextMtl, implementing ContextImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_CONTEXTMTL_H_
#define LIBANGLE_RENDERER_METAL_CONTEXTMTL_H_
#import <Metal/Metal.h>
#import <mach/mach_types.h>
#include "common/Optional.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/metal/ProvokingVertexHelper.h"
#include "libANGLE/renderer/metal/mtl_buffer_pool.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_context_device.h"
#include "libANGLE/renderer/metal/mtl_occlusion_query_pool.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
#include "libANGLE/renderer/metal/mtl_state_cache.h"
#include "libANGLE/renderer/metal/mtl_utils.h"
namespace rx
{
class DisplayMtl;
class FramebufferMtl;
class VertexArrayMtl;
class ProgramMtl;
class RenderTargetMtl;
class WindowSurfaceMtl;
class TransformFeedbackMtl;
class ContextMtl : public ContextImpl, public mtl::Context
{
public:
ContextMtl(const gl::State &state,
gl::ErrorSet *errorSet,
const egl::AttributeMap &attribs,
DisplayMtl *display);
~ContextMtl() override;
angle::Result initialize() override;
void onDestroy(const gl::Context *context) override;
// Flush and finish.
angle::Result flush(const gl::Context *context) override;
angle::Result finish(const gl::Context *context) override;
// Drawing methods.
angle::Result drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count) override;
angle::Result drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount) override;
angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance) override;
angle::Result drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices) override;
angle::Result drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) override;
angle::Result drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount) override;
angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
GLint baseVertex) override;
angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance) override;
angle::Result drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices) override;
angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) override;
angle::Result drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect) override;
angle::Result drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect) override;
angle::Result multiDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount) override;
angle::Result multiDrawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount) override;
angle::Result multiDrawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride) override;
angle::Result multiDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount) override;
angle::Result multiDrawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount) override;
angle::Result multiDrawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride) override;
angle::Result multiDrawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount) override;
angle::Result multiDrawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount) override;
// Device loss
gl::GraphicsResetStatus getResetStatus() override;
// EXT_debug_marker
angle::Result insertEventMarker(GLsizei length, const char *marker) override;
angle::Result pushGroupMarker(GLsizei length, const char *marker) override;
angle::Result popGroupMarker() override;
// KHR_debug
angle::Result pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message) override;
angle::Result popDebugGroup(const gl::Context *context) override;
// State sync with dirty bits.
angle::Result syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask,
gl::Command command) override;
// Disjoint timer queries
GLint getGPUDisjoint() override;
GLint64 getTimestamp() override;
// Context switching
angle::Result onMakeCurrent(const gl::Context *context) override;
angle::Result onUnMakeCurrent(const gl::Context *context) override;
// Native capabilities, unmodified by gl::Context.
gl::Caps getNativeCaps() const override;
const gl::TextureCapsMap &getNativeTextureCaps() const override;
const gl::Extensions &getNativeExtensions() const override;
const gl::Limitations &getNativeLimitations() const override;
const ProgramMtl *getProgram() const { return mProgram; }
// Shader creation
CompilerImpl *createCompiler() override;
ShaderImpl *createShader(const gl::ShaderState &state) override;
ProgramImpl *createProgram(const gl::ProgramState &state) override;
// Framebuffer creation
FramebufferImpl *createFramebuffer(const gl::FramebufferState &state) override;
// Texture creation
TextureImpl *createTexture(const gl::TextureState &state) override;
// Renderbuffer creation
RenderbufferImpl *createRenderbuffer(const gl::RenderbufferState &state) override;
// Buffer creation
BufferImpl *createBuffer(const gl::BufferState &state) override;
// Vertex Array creation
VertexArrayImpl *createVertexArray(const gl::VertexArrayState &state) override;
// Query and Fence creation
QueryImpl *createQuery(gl::QueryType type) override;
FenceNVImpl *createFenceNV() override;
SyncImpl *createSync() override;
// Transform Feedback creation
TransformFeedbackImpl *createTransformFeedback(
const gl::TransformFeedbackState &state) override;
// Sampler object creation
SamplerImpl *createSampler(const gl::SamplerState &state) override;
// Program Pipeline object creation
ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) override;
// Memory object creation.
MemoryObjectImpl *createMemoryObject() override;
// Semaphore creation.
SemaphoreImpl *createSemaphore() override;
// Overlay creation.
OverlayImpl *createOverlay(const gl::OverlayState &state) override;
angle::Result dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ) override;
angle::Result dispatchComputeIndirect(const gl::Context *context, GLintptr indirect) override;
angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) override;
angle::Result memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers) override;
// override mtl::ErrorHandler
void handleError(GLenum error,
const char *message,
const char *file,
const char *function,
unsigned int line) override;
void handleError(NSError *error,
const char *message,
const char *file,
const char *function,
unsigned int line) override;
using ContextImpl::handleError;
void invalidateState(const gl::Context *context);
void invalidateDefaultAttribute(size_t attribIndex);
void invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask);
void invalidateCurrentTextures();
void invalidateDriverUniforms();
void invalidateRenderPipeline();
// Call this to notify ContextMtl whenever FramebufferMtl's state changed
void onDrawFrameBufferChangedState(const gl::Context *context,
FramebufferMtl *framebuffer,
bool renderPassChanged);
void onBackbufferResized(const gl::Context *context, WindowSurfaceMtl *backbuffer);
// Invoke by QueryMtl
angle::Result onOcclusionQueryBegin(const gl::Context *context, QueryMtl *query);
void onOcclusionQueryEnd(const gl::Context *context, QueryMtl *query);
void onOcclusionQueryDestroy(const gl::Context *context, QueryMtl *query);
// Useful for temporarily pause then restart occlusion query during clear/blit with draw.
bool hasActiveOcclusionQuery() const { return mOcclusionQuery; }
// Disable the occlusion query in the current render pass.
// The render pass must already started.
void disableActiveOcclusionQueryInRenderPass();
// Re-enable the occlusion query in the current render pass.
// The render pass must already started.
// NOTE: the old query's result will be retained and combined with the new result.
angle::Result restartActiveOcclusionQueryInRenderPass();
// Invoke by TransformFeedbackMtl
void onTransformFeedbackActive(const gl::Context *context, TransformFeedbackMtl *xfb);
void onTransformFeedbackInactive(const gl::Context *context, TransformFeedbackMtl *xfb);
// Invoke by mtl::Sync
void queueEventSignal(const mtl::SharedEventRef &event, uint64_t value);
void serverWaitEvent(const mtl::SharedEventRef &event, uint64_t value);
const mtl::ClearColorValue &getClearColorValue() const;
const mtl::WriteMaskArray &getWriteMaskArray() const;
float getClearDepthValue() const;
uint32_t getClearStencilValue() const;
// Return front facing stencil write mask
uint32_t getStencilMask() const;
bool getDepthMask() const;
const mtl::Format &getPixelFormat(angle::FormatID angleFormatId) const;
const mtl::FormatCaps &getNativeFormatCaps(MTLPixelFormat mtlFormat) const;
// See mtl::FormatTable::getVertexFormat()
const mtl::VertexFormat &getVertexFormat(angle::FormatID angleFormatId,
bool tightlyPacked) const;
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut);
// Recommended to call these methods to end encoding instead of invoking the encoder's
// endEncoding() directly.
void endRenderEncoding(mtl::RenderCommandEncoder *encoder);
// Ends any active command encoder
void endEncoding(bool forceSaveRenderPassContent);
void flushCommandBuffer(mtl::CommandBufferFinishOperation operation);
void present(const gl::Context *context, id<CAMetalDrawable> presentationDrawable);
angle::Result finishCommandBuffer();
// Check whether compatible render pass has been started. Compatible render pass is a render
// pass having the same attachments, and possibly having different load/store options.
bool hasStartedRenderPass(const mtl::RenderPassDesc &desc);
// Get current render encoder. May be nullptr if no render pass has been started.
mtl::RenderCommandEncoder *getRenderCommandEncoder();
// Will end current command encoder if it is valid, then start new encoder.
// Unless hasStartedRenderPass(desc) returns true.
// Note: passing a compatible render pass with different load/store options won't end the
// current render pass. If a new render pass is desired, call endEncoding() prior to this.
mtl::RenderCommandEncoder *getRenderPassCommandEncoder(const mtl::RenderPassDesc &desc);
// Utilities to quickly create render command encoder to a specific texture:
// The previous content of texture will be loaded
mtl::RenderCommandEncoder *getTextureRenderCommandEncoder(const mtl::TextureRef &textureTarget,
const mtl::ImageNativeIndex &index);
// The previous content of texture will be loaded if clearColor is not provided
mtl::RenderCommandEncoder *getRenderTargetCommandEncoderWithClear(
const RenderTargetMtl &renderTarget,
const Optional<MTLClearColor> &clearColor);
// The previous content of texture will be loaded
mtl::RenderCommandEncoder *getRenderTargetCommandEncoder(const RenderTargetMtl &renderTarget);
// Will end current command encoder and start new blit command encoder. Unless a blit comamnd
// encoder is already started.
mtl::BlitCommandEncoder *getBlitCommandEncoder();
// Will end current command encoder and start new compute command encoder. Unless a compute
// command encoder is already started.
mtl::ComputeCommandEncoder *getComputeCommandEncoder();
// Get the provoking vertex command encoder.
mtl::ComputeCommandEncoder *getIndexPreprocessingCommandEncoder();
const mtl::ContextDevice &getMetalDevice() const { return mContextDevice; }
angle::Result copy2DTextureSlice0Level0ToWorkTexture(const mtl::TextureRef &srcTexture);
const mtl::TextureRef &getWorkTexture() const { return mWorkTexture; }
angle::Result copyTextureSliceLevelToWorkBuffer(const gl::Context *context,
const mtl::TextureRef &srcTexture,
const mtl::MipmapNativeLevel &mipNativeLevel,
uint32_t layerIndex);
const mtl::BufferRef &getWorkBuffer() const { return mWorkBuffer; }
private:
void ensureCommandBufferReady();
angle::Result ensureIncompleteTexturesCreated(const gl::Context *context);
angle::Result setupDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrNone,
const void *indices,
bool xfbPass);
angle::Result setupDrawImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrNone,
const void *indices,
bool xfbPass);
angle::Result drawTriFanArrays(const gl::Context *context,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance);
angle::Result drawTriFanArraysWithBaseVertex(const gl::Context *context,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance);
angle::Result drawTriFanArraysLegacy(const gl::Context *context,
GLint first,
GLsizei count,
GLsizei instances);
angle::Result drawTriFanElements(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance);
angle::Result drawLineLoopArraysNonInstanced(const gl::Context *context,
GLint first,
GLsizei count);
angle::Result drawLineLoopArrays(const gl::Context *context,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance);
angle::Result drawLineLoopElementsNonInstancedNoPrimitiveRestart(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices);
angle::Result drawLineLoopElements(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance);
angle::Result drawArraysProvokingVertexImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei first,
GLsizei count,
GLsizei instances,
GLuint baseInstance);
angle::Result drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance);
angle::Result drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
GLint baseVertex,
GLuint baseInstance);
void flushCommandBufferIfNeeded();
void updateExtendedState(const gl::State &glState);
void updateViewport(FramebufferMtl *framebufferMtl,
const gl::Rectangle &viewport,
float nearPlane,
float farPlane);
void updateDepthRange(float nearPlane, float farPlane);
void updateBlendDescArray(const gl::BlendStateExt &blendStateExt);
void updateScissor(const gl::State &glState);
void updateCullMode(const gl::State &glState);
void updateFrontFace(const gl::State &glState);
void updateDepthBias(const gl::State &glState);
void updateDrawFrameBufferBinding(const gl::Context *context);
void updateProgramExecutable(const gl::Context *context);
void updateVertexArray(const gl::Context *context);
bool requiresIndexRewrite(const gl::State &state, gl::PrimitiveMode mode);
angle::Result updateDefaultAttribute(size_t attribIndex);
void filterOutXFBOnlyDirtyBits(const gl::Context *context);
angle::Result handleDirtyActiveTextures(const gl::Context *context);
angle::Result handleDirtyDefaultAttribs(const gl::Context *context);
angle::Result handleDirtyDriverUniforms(const gl::Context *context,
GLint drawCallFirstVertex,
uint32_t verticesPerInstance);
angle::Result fillDriverXFBUniforms(GLint drawCallFirstVertex,
uint32_t verticesPerInstance,
uint32_t skippedInstances);
angle::Result handleDirtyDepthStencilState(const gl::Context *context);
angle::Result handleDirtyDepthBias(const gl::Context *context);
angle::Result handleDirtyRenderPass(const gl::Context *context);
angle::Result checkIfPipelineChanged(const gl::Context *context,
gl::PrimitiveMode primitiveMode,
bool xfbPass,
bool *pipelineDescChanged);
angle::Result startOcclusionQueryInRenderPass(QueryMtl *query, bool clearOldValue);
// Dirty bits.
enum DirtyBitType : size_t
{
DIRTY_BIT_DEFAULT_ATTRIBS,
DIRTY_BIT_TEXTURES,
DIRTY_BIT_DRIVER_UNIFORMS,
DIRTY_BIT_DEPTH_STENCIL_DESC,
DIRTY_BIT_DEPTH_BIAS,
DIRTY_BIT_STENCIL_REF,
DIRTY_BIT_BLEND_COLOR,
DIRTY_BIT_VIEWPORT,
DIRTY_BIT_SCISSOR,
DIRTY_BIT_DRAW_FRAMEBUFFER,
DIRTY_BIT_CULL_MODE,
DIRTY_BIT_WINDING,
DIRTY_BIT_RENDER_PIPELINE,
DIRTY_BIT_UNIFORM_BUFFERS_BINDING,
DIRTY_BIT_RASTERIZER_DISCARD,
DIRTY_BIT_INVALID,
DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
};
// Must keep this in sync with DriverUniform::createUniformFields in:
// src/compiler/translator/tree_util/DriverUniform.cpp
// and DriverUniformMetal::createUniformFields in:
// src/compiler/translator/DriverUniformMetal.cpp
struct DriverUniforms
{
float viewport[4];
// 32 bits for 32 clip distances
uint32_t enabledClipDistances;
uint32_t unused;
int32_t xfbVerticesPerInstance;
int32_t numSamples;
int32_t xfbBufferOffsets[4];
uint32_t acbBufferOffsets[4];
// We'll use x, y, z, w for near / far / diff / zscale respectively.
float depthRange[4];
// Metal specific
float halfRenderArea[2];
float flipXY[2];
float negFlipXY[2];
uint32_t coverageMask;
uint32_t unusedMetal;
};
static_assert(sizeof(DriverUniforms) % (sizeof(uint32_t) * 4) == 0,
"DriverUniforms should be 16 bytes aligned");
struct DefaultAttribute
{
uint8_t values[sizeof(float) * 4];
};
mtl::OcclusionQueryPool mOcclusionQueryPool;
mtl::CommandBuffer mCmdBuffer;
mtl::RenderCommandEncoder mRenderEncoder;
mtl::BlitCommandEncoder mBlitEncoder;
mtl::ComputeCommandEncoder mComputeEncoder;
// Cached back-end objects
FramebufferMtl *mDrawFramebuffer = nullptr;
VertexArrayMtl *mVertexArray = nullptr;
ProgramMtl *mProgram = nullptr;
QueryMtl *mOcclusionQuery = nullptr;
mtl::TextureRef mWorkTexture;
mtl::BufferRef mWorkBuffer;
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
gl::AttributesMask mDirtyDefaultAttribsMask;
DirtyBits mDirtyBits;
// State
mtl::RenderPipelineDesc mRenderPipelineDesc;
mtl::DepthStencilDesc mDepthStencilDesc;
mtl::BlendDescArray mBlendDescArray;
mtl::WriteMaskArray mWriteMaskArray;
mtl::ClearColorValue mClearColor;
uint32_t mClearStencil = 0;
uint32_t mStencilRefFront = 0;
uint32_t mStencilRefBack = 0;
MTLViewport mViewport;
MTLScissorRect mScissorRect;
MTLWinding mWinding;
MTLCullMode mCullMode;
bool mCullAllPolygons = false;
// Lineloop and TriFan index buffer
mtl::BufferPool mLineLoopIndexBuffer;
mtl::BufferPool mLineLoopLastSegmentIndexBuffer;
mtl::BufferPool mTriFanIndexBuffer;
// one buffer can be reused for any starting vertex in DrawArrays()
mtl::BufferRef mTriFanArraysIndexBuffer;
// Dummy texture to be used for transform feedback only pass.
mtl::TextureRef mDummyXFBRenderTexture;
DriverUniforms mDriverUniforms;
DefaultAttribute mDefaultAttributes[mtl::kMaxVertexAttribs];
IncompleteTextureSet mIncompleteTextures;
bool mIncompleteTexturesInitialized = false;
ProvokingVertexHelper mProvokingVertexHelper;
mtl::ContextDevice mContextDevice;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_CONTEXTMTL_H_ */