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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_utils.h:
// Declares utilities functions that create Metal shaders, convert from angle enums
// to Metal enums and so on.
//
#ifndef LIBANGLE_RENDERER_METAL_MTL_UTILS_H_
#define LIBANGLE_RENDERER_METAL_MTL_UTILS_H_
#import <Metal/Metal.h>
#include "angle_gl.h"
#include "common/PackedEnums.h"
#include "libANGLE/Context.h"
#include "libANGLE/Texture.h"
#include "libANGLE/renderer/metal/mtl_format_utils.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
#include "libANGLE/renderer/metal/mtl_state_cache.h"
namespace rx
{
namespace mtl
{
NS_ASSUME_NONNULL_BEGIN
// Initialize texture content to (0, 0, 0, 1)
angle::Result InitializeTextureContents(const gl::Context *context,
const TextureRef &texture,
const Format &textureObjFormat,
const gl::ImageIndex &index);
// Same as above but using GPU clear operation instead of CPU.
// - channelsToInit parameter controls which channels will get their content initialized.
angle::Result InitializeTextureContentsGPU(const gl::Context *context,
const TextureRef &texture,
const gl::ImageIndex &index,
MTLColorWriteMask channelsToInit);
MTLViewport GetViewport(const gl::Rectangle &rect, double znear = 0, double zfar = 1);
MTLViewport GetViewportFlipY(const gl::Rectangle &rect,
NSUInteger screenHeight,
double znear = 0,
double zfar = 1);
MTLViewport GetViewport(const gl::Rectangle &rect,
NSUInteger screenHeight,
bool flipY,
double znear = 0,
double zfar = 1);
MTLScissorRect GetScissorRect(const gl::Rectangle &rect,
NSUInteger screenHeight = 0,
bool flipY = false);
AutoObjCPtr<id<MTLLibrary>> CreateShaderLibrary(id<MTLDevice> metalDevice,
const std::string &source,
AutoObjCPtr<NSError *> *error);
AutoObjCPtr<id<MTLLibrary>> CreateShaderLibrary(id<MTLDevice> metalDevice,
const char *source,
size_t sourceLen,
AutoObjCPtr<NSError *> *error);
AutoObjCPtr<id<MTLLibrary>> CreateShaderLibraryFromBinary(id<MTLDevice> metalDevice,
const uint8_t *binarySource,
size_t binarySourceLen,
AutoObjCPtr<NSError *> *error);
// Need to define invalid enum value since Metal doesn't define it
constexpr MTLTextureType MTLTextureTypeInvalid = static_cast<MTLTextureType>(NSUIntegerMax);
static_assert(sizeof(MTLTextureType) == sizeof(NSUInteger),
"MTLTextureType is supposed to be based on NSUInteger");
constexpr MTLPrimitiveType MTLPrimitiveTypeInvalid = static_cast<MTLPrimitiveType>(NSUIntegerMax);
static_assert(sizeof(MTLPrimitiveType) == sizeof(NSUInteger),
"MTLPrimitiveType is supposed to be based on NSUInteger");
constexpr MTLIndexType MTLIndexTypeInvalid = static_cast<MTLIndexType>(NSUIntegerMax);
static_assert(sizeof(MTLIndexType) == sizeof(NSUInteger),
"MTLIndexType is supposed to be based on NSUInteger");
MTLTextureType GetTextureType(gl::TextureType glType);
MTLSamplerMinMagFilter GetFilter(GLenum filter);
MTLSamplerMipFilter GetMipmapFilter(GLenum filter);
MTLSamplerAddressMode GetSamplerAddressMode(GLenum wrap);
MTLBlendFactor GetBlendFactor(GLenum factor);
MTLBlendOperation GetBlendOp(GLenum op);
MTLCompareFunction GetCompareFunc(GLenum func);
MTLStencilOperation GetStencilOp(GLenum op);
MTLWinding GetFontfaceWinding(GLenum frontFaceMode, bool invert);
PrimitiveTopologyClass GetPrimitiveTopologyClass(gl::PrimitiveMode mode);
MTLPrimitiveType GetPrimitiveType(gl::PrimitiveMode mode);
MTLIndexType GetIndexType(gl::DrawElementsType type);
#if defined(__IPHONE_13_0) || defined(__MAC_10_15)
MTLTextureSwizzle GetTextureSwizzle(GLenum swizzle);
#endif
// Get color write mask for a specified format. Some formats such as RGB565 doesn't have alpha
// channel but is emulated by a RGBA8 format, we need to disable alpha write for this format.
// - isFormatEmulated: if the format is emulated, this pointer will store a true value.
MTLColorWriteMask GetEmulatedColorWriteMask(const mtl::Format &mtlFormat, bool *isFormatEmulated);
MTLColorWriteMask GetEmulatedColorWriteMask(const mtl::Format &mtlFormat);
bool IsFormatEmulated(const mtl::Format &mtlFormat);
// Useful to set clear color for texture originally having no alpha in GL, but backend's format
// has alpha channel.
MTLClearColor EmulatedAlphaClearColor(MTLClearColor color, MTLColorWriteMask colorMask);
NS_ASSUME_NONNULL_END
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_MTL_UTILS_H_ */
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