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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_format_utils.h:
// Declares Format conversion utilities classes that convert from angle formats
// to respective MTLPixelFormat and MTLVertexFormat.
#import <Metal/Metal.h>
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/copyvertex.h"
namespace rx
class DisplayMtl;
namespace mtl
struct FormatBase
inline bool operator==(const FormatBase &rhs) const
return intendedFormatId == rhs.intendedFormatId && actualFormatId == rhs.actualFormatId;
inline bool operator!=(const FormatBase &rhs) const { return !((*this) == rhs); }
const angle::Format &actualAngleFormat() const;
const angle::Format &intendedAngleFormat() const;
angle::FormatID actualFormatId = angle::FormatID::NONE;
angle::FormatID intendedFormatId = angle::FormatID::NONE;
// Pixel format
struct Format : public FormatBase
Format() = default;
const gl::InternalFormat &intendedInternalFormat() const;
bool valid() const { return metalFormat != MTLPixelFormatInvalid; }
static bool FormatRenderable(MTLPixelFormat format);
static bool FormatCPUReadable(MTLPixelFormat format);
MTLPixelFormat metalFormat = MTLPixelFormatInvalid;
void init(const DisplayMtl *display, angle::FormatID intendedFormatId);
friend class FormatTable;
// Vertex format
struct VertexFormat : public FormatBase
VertexFormat() = default;
MTLVertexFormat metalFormat = MTLVertexFormatInvalid;
VertexCopyFunction vertexLoadFunction = nullptr;
void init(angle::FormatID angleFormatId, bool tightlyPacked = false);
friend class FormatTable;
class FormatTable final : angle::NonCopyable
FormatTable() = default;
~FormatTable() = default;
angle::Result initialize(const DisplayMtl *display);
void generateTextureCaps(const DisplayMtl *display,
gl::TextureCapsMap *capsMapOut,
std::vector<GLenum> *compressedFormatsOut) const;
const Format &getPixelFormat(angle::FormatID angleFormatId) const;
// tightlyPacked means this format will be used in a tightly packed vertex buffer.
// In that case, it's easier to just convert everything to float to ensure
// Metal alignment requirements between 2 elements inside the buffer will be met regardless
// of how many components each element has.
const VertexFormat &getVertexFormat(angle::FormatID angleFormatId, bool tightlyPacked) const;
std::array<Format, angle::kNumANGLEFormats> mPixelFormatTable;
// One for tightly packed buffers, one for general cases.
std::array<VertexFormat, angle::kNumANGLEFormats> mVertexFormatTables[2];
} // namespace mtl
} // namespace rx