| // | |
| // 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/metal/mtl_command_buffer.h" | |
| #include "libANGLE/renderer/metal/mtl_resources.h" | |
| #include "libANGLE/renderer/metal/mtl_state_cache.h" | |
| namespace rx | |
| { | |
| class ContextMtl; | |
| class ProgramMtl : public ProgramImpl | |
| { | |
| 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) 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; | |
| void setPathFragmentInputGen(const std::string &inputName, | |
| GLenum genMode, | |
| GLint components, | |
| const GLfloat *coeffs) override; | |
| // 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 Optional<mtl::RenderPipelineDesc> &changedPipelineDesc, | |
| bool forceTexturesSetting); | |
| 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 commitUniforms(ContextMtl *context, mtl::RenderCommandEncoder *cmdEncoder); | |
| angle::Result updateTextures(const gl::Context *glContext, | |
| mtl::RenderCommandEncoder *cmdEncoder, | |
| bool forceUpdate); | |
| void reset(ContextMtl *context); | |
| void linkResources(const gl::ProgramLinkedResources &resources); | |
| angle::Result linkImpl(const gl::Context *glContext, gl::InfoLog &infoLog); | |
| angle::Result convertToMsl(const gl::Context *glContext, | |
| gl::ShaderType shaderType, | |
| gl::InfoLog &infoLog, | |
| std::vector<uint32_t> *sprivCode); | |
| angle::Result createMslShader(const gl::Context *glContext, | |
| gl::ShaderType shaderType, | |
| gl::InfoLog &infoLog, | |
| const std::string &translatedSource); | |
| // 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; | |
| }; | |
| gl::ShaderBitSet mDefaultUniformBlocksDirty; | |
| gl::ShaderBitSet mSamplerBindingsDirty; | |
| gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks; | |
| // We keep the translated linked shader sources to use with shader draw call patching. | |
| gl::ShaderMap<std::string> mShaderSource; | |
| mtl::RenderPipelineCache mMetalRenderPipelineCache; | |
| }; | |
| } // namespace rx | |
| #endif /* LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ */ |