| |
| // |
| // 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/ShaderInterfaceVariableInfoMap.h" |
| #include "libANGLE/renderer/glslang_wrapper_utils.h" |
| #include "libANGLE/renderer/metal/mtl_buffer_pool.h" |
| #include "libANGLE/renderer/metal/mtl_command_buffer.h" |
| #include "libANGLE/renderer/metal/mtl_common.h" |
| #include "libANGLE/renderer/metal/mtl_context_device.h" |
| #include "libANGLE/renderer/metal/mtl_glslang_mtl_utils.h" |
| #include "libANGLE/renderer/metal/mtl_resources.h" |
| #include "libANGLE/renderer/metal/mtl_state_cache.h" |
| |
| namespace rx |
| { |
| #define SHADER_ENTRY_NAME @"main0" |
| class ContextMtl; |
| |
| struct ProgramArgumentBufferEncoderMtl |
| { |
| void reset(ContextMtl *contextMtl); |
| |
| mtl::AutoObjCPtr<id<MTLArgumentEncoder>> metalArgBufferEncoder; |
| mtl::BufferPool bufferPool; |
| }; |
| |
| // Represents a specialized shader variant. For example, a shader variant with fragment coverage |
| // mask enabled and a shader variant without. |
| struct ProgramShaderObjVariantMtl |
| { |
| void reset(ContextMtl *contextMtl); |
| |
| mtl::AutoObjCPtr<id<MTLFunction>> metalShader; |
| // UBO's argument buffer encoder. Used when number of UBOs used exceeds number of allowed |
| // discrete slots, and thus needs to encode all into one argument buffer. |
| ProgramArgumentBufferEncoderMtl uboArgBufferEncoder; |
| |
| // Store reference to the TranslatedShaderInfo to easy querying mapped textures/UBO/XFB |
| // bindings. |
| const mtl::TranslatedShaderInfo *translatedSrcInfo; |
| }; |
| |
| 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(ContextMtl *context, |
| gl::ShaderType shaderType, |
| const mtl::RenderPipelineDesc &renderPipelineDesc, |
| id<MTLFunction> *shaderOut) override; |
| bool hasSpecializedShader(gl::ShaderType shaderType, |
| const mtl::RenderPipelineDesc &renderPipelineDesc) override; |
| |
| angle::Result createMslShaderLib( |
| ContextMtl *context, |
| gl::ShaderType shaderType, |
| gl::InfoLog &infoLog, |
| mtl::TranslatedShaderInfo *translatedMslInfo, |
| NSDictionary<NSString *, NSObject *> *subtitutionDictionary = @{}); |
| // 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 mtl::RenderPipelineDesc &pipelineDesc, |
| bool pipelineDescChanged, |
| bool forceTexturesSetting, |
| bool uniformBuffersDirty); |
| |
| std::string getTranslatedShaderSource(const gl::ShaderType shaderType) const |
| { |
| return mMslShaderTranslateInfo[shaderType].metalShaderSource; |
| } |
| |
| mtl::TranslatedShaderInfo getTranslatedShaderInfo(const gl::ShaderType shaderType) const |
| { |
| return mMslShaderTranslateInfo[shaderType]; |
| } |
| |
| bool hasFlatAttribute() const { return mProgramHasFlatAttributes; } |
| |
| 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 resizeDefaultUniformBlocksMemory(const gl::Context *glContext, |
| const gl::ShaderMap<size_t> &requiredBufferSize); |
| void saveDefaultUniformBlocksInfo(gl::BinaryOutputStream *stream); |
| angle::Result loadDefaultUniformBlocksInfo(const gl::Context *glContext, |
| gl::BinaryInputStream *stream); |
| |
| angle::Result commitUniforms(ContextMtl *context, mtl::RenderCommandEncoder *cmdEncoder); |
| angle::Result updateTextures(const gl::Context *glContext, |
| mtl::RenderCommandEncoder *cmdEncoder, |
| bool forceUpdate); |
| |
| angle::Result updateUniformBuffers(ContextMtl *context, |
| mtl::RenderCommandEncoder *cmdEncoder, |
| const mtl::RenderPipelineDesc &pipelineDesc); |
| angle::Result updateXfbBuffers(ContextMtl *context, |
| mtl::RenderCommandEncoder *cmdEncoder, |
| const mtl::RenderPipelineDesc &pipelineDesc); |
| angle::Result legalizeUniformBufferOffsets(ContextMtl *context, |
| const std::vector<gl::InterfaceBlock> &blocks); |
| angle::Result bindUniformBuffersToDiscreteSlots(ContextMtl *context, |
| mtl::RenderCommandEncoder *cmdEncoder, |
| const std::vector<gl::InterfaceBlock> &blocks, |
| gl::ShaderType shaderType); |
| angle::Result encodeUniformBuffersInfoArgumentBuffer( |
| ContextMtl *context, |
| mtl::RenderCommandEncoder *cmdEncoder, |
| const std::vector<gl::InterfaceBlock> &blocks, |
| gl::ShaderType shaderType); |
| |
| void reset(ContextMtl *context); |
| |
| void saveTranslatedShaders(gl::BinaryOutputStream *stream); |
| void loadTranslatedShaders(gl::BinaryInputStream *stream); |
| |
| void saveShaderInternalInfo(gl::BinaryOutputStream *stream); |
| void loadShaderInternalInfo(gl::BinaryInputStream *stream); |
| |
| void linkUpdateHasFlatAttributes(); |
| |
| #if ANGLE_ENABLE_METAL_SPIRV |
| |
| angle::Result linkImplSpirv(const gl::Context *glContext, |
| const gl::ProgramLinkedResources &resources, |
| gl::InfoLog &infoLog); |
| #endif |
| |
| angle::Result linkImplDirect(const gl::Context *glContext, |
| const gl::ProgramLinkedResources &resources, |
| gl::InfoLog &infoLog); |
| |
| void linkResources(const gl::ProgramLinkedResources &resources); |
| angle::Result linkImpl(const gl::Context *glContext, |
| const gl::ProgramLinkedResources &resources, |
| gl::InfoLog &infoLog); |
| |
| angle::Result linkTranslatedShaders(const gl::Context *glContext, |
| gl::BinaryInputStream *stream, |
| gl::InfoLog &infoLog); |
| |
| mtl::BufferPool *getBufferPool(ContextMtl *context); |
| |
| // 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; |
| }; |
| |
| bool mProgramHasFlatAttributes; |
| gl::ShaderBitSet mDefaultUniformBlocksDirty; |
| gl::ShaderBitSet mSamplerBindingsDirty; |
| gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks; |
| |
| // Translated metal shaders: |
| gl::ShaderMap<mtl::TranslatedShaderInfo> mMslShaderTranslateInfo; |
| |
| // Translated metal version for transform feedback only vertex shader: |
| // - Metal doesn't allow vertex shader to write to both buffers and to stage output |
| // (gl_Position). Need a special version of vertex shader that only writes to transform feedback |
| // buffers. |
| mtl::TranslatedShaderInfo mMslXfbOnlyVertexShaderInfo; |
| |
| // Compiled native shader object variants: |
| // - Vertex shader: One with emulated rasterization discard, one with true rasterization |
| // discard, one without. |
| mtl::RenderPipelineRasterStateMap<ProgramShaderObjVariantMtl> mVertexShaderVariants; |
| // - Fragment shader: One with sample coverage mask enabled, one with it disabled. |
| std::array<ProgramShaderObjVariantMtl, 2> mFragmentShaderVariants; |
| |
| // Cached references of current shader variants. |
| gl::ShaderMap<ProgramShaderObjVariantMtl *> mCurrentShaderVariants; |
| |
| ShaderInterfaceVariableInfoMap mVariableInfoMap; |
| // Scratch data: |
| // Legalized buffers and their offsets. For example, uniform buffer's offset=1 is not a valid |
| // offset, it will be converted to legal offset and the result is stored in this array. |
| std::vector<std::pair<mtl::BufferRef, uint32_t>> mLegalizedOffsetedUniformBuffers; |
| // Stores the render stages usage of each uniform buffer. Only used if the buffers are encoded |
| // into an argument buffer. |
| std::vector<uint32_t> mArgumentBufferRenderStageUsages; |
| |
| uint32_t mShadowCompareModes[mtl::kMaxShaderSamplers]; |
| |
| mtl::RenderPipelineCache mMetalRenderPipelineCache; |
| mtl::BufferPool *mAuxBufferPool; |
| }; |
| |
| } // namespace rx |
| |
| #endif /* LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ */ |