| /* |
| * 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 |