blob: c83105f202f28c9527e92d83090e52387d2ba7d7 [file] [log] [blame]
/*
* Copyright 2021 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "experimental/graphite/src/mtl/MtlUtils.h"
#include "experimental/graphite/src/mtl/MtlGpu.h"
#include "include/private/SkSLString.h"
#include "src/core/SkTraceEvent.h"
namespace skgpu::mtl {
bool FormatIsDepthOrStencil(MTLPixelFormat format) {
switch (format) {
case MTLPixelFormatStencil8: // fallthrough
case MTLPixelFormatDepth32Float_Stencil8:
return true;
default:
return false;
}
}
MTLPixelFormat SkColorTypeToFormat(SkColorType colorType) {
switch (colorType) {
case kRGBA_8888_SkColorType:
return MTLPixelFormatRGBA8Unorm;
case kAlpha_8_SkColorType:
return MTLPixelFormatR8Unorm;
case kRGBA_F16_SkColorType:
return MTLPixelFormatRGBA16Float;
default:
// TODO: fill in the rest of the formats
SkUNREACHABLE;
}
}
MTLPixelFormat DepthStencilTypeToFormat(DepthStencilType type) {
// TODO: Decide if we want to change this to always return a combined depth and stencil format
// to allow more sharing of depth stencil allocations.
switch (type) {
case DepthStencilType::kDepthOnly:
// MTLPixelFormatDepth16Unorm is also a universally supported option here
return MTLPixelFormatDepth32Float;
case DepthStencilType::kStencilOnly:
return MTLPixelFormatStencil8;
case DepthStencilType::kDepthStencil:
// MTLPixelFormatDepth24Unorm_Stencil8 is supported on Mac family GPUs.
return MTLPixelFormatDepth32Float_Stencil8;
}
}
sk_cfp<id<MTLLibrary>> CompileShaderLibrary(const Gpu* gpu,
const SkSL::String& msl) {
TRACE_EVENT0("skia.shaders", "driver_compile_shader");
auto nsSource = [[NSString alloc] initWithBytesNoCopy:const_cast<char*>(msl.c_str())
length:msl.size()
encoding:NSUTF8StringEncoding
freeWhenDone:NO];
MTLCompileOptions* options = [[MTLCompileOptions alloc] init];
// array<> is supported in MSL 2.0 on MacOS 10.13+ and iOS 11+,
// and in MSL 1.2 on iOS 10+ (but not MacOS).
if (@available(macOS 10.13, iOS 11.0, *)) {
options.languageVersion = MTLLanguageVersion2_0;
#if defined(SK_BUILD_FOR_IOS)
} else if (@available(macOS 10.12, iOS 10.0, *)) {
options.languageVersion = MTLLanguageVersion1_2;
#endif
}
NSError* error = nil;
// TODO: do we need a version with a timeout?
sk_cfp<id<MTLLibrary>> compiledLibrary([gpu->device() newLibraryWithSource:nsSource
options:options
error:&error]);
if (!compiledLibrary) {
SkDebugf("Shader compilation error\n"
"------------------------\n");
SkDebugf("%s", msl.c_str());
SkDebugf("Errors:\n%s", error.debugDescription.UTF8String);
return nil;
}
return compiledLibrary;
}
} // namespace skgpu::mtl