blob: 1c4ba3dd7c9b3aff6ba763955a5c835092d6b8b7 [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 "src/gpu/graphite/mtl/MtlUtils.h"
#include "include/gpu/ShaderErrorHandler.h"
#include "include/private/SkSLString.h"
#include "src/core/SkTraceEvent.h"
#include "src/gpu/graphite/mtl/MtlSharedContext.h"
#include "src/sksl/SkSLCompiler.h"
#include "src/utils/SkShaderUtils.h"
#ifdef SK_BUILD_FOR_IOS
#import <UIKit/UIApplication.h>
#endif
namespace skgpu::graphite {
bool MtlFormatIsDepthOrStencil(MTLPixelFormat format) {
switch (format) {
case MTLPixelFormatStencil8: // fallthrough
case MTLPixelFormatDepth32Float:
case MTLPixelFormatDepth32Float_Stencil8:
return true;
default:
return false;
}
}
bool MtlFormatIsDepth(MTLPixelFormat format) {
switch (format) {
case MTLPixelFormatDepth32Float:
case MTLPixelFormatDepth32Float_Stencil8:
return true;
default:
return false;
}
}
bool MtlFormatIsStencil(MTLPixelFormat format) {
switch (format) {
case MTLPixelFormatStencil8: // fallthrough
case MTLPixelFormatDepth32Float_Stencil8:
return true;
default:
return false;
}
}
MTLPixelFormat MtlDepthStencilFlagsToFormat(SkEnumBitMask<DepthStencilFlags> mask) {
// 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.
if (mask == DepthStencilFlags::kDepth) {
// MTLPixelFormatDepth16Unorm is also a universally supported option here
return MTLPixelFormatDepth32Float;
} else if (mask == DepthStencilFlags::kStencil) {
return MTLPixelFormatStencil8;
} else if (mask == DepthStencilFlags::kDepthStencil) {
// MTLPixelFormatDepth24Unorm_Stencil8 is supported on Mac family GPUs.
return MTLPixelFormatDepth32Float_Stencil8;
}
SkASSERT(false);
return MTLPixelFormatInvalid;
}
// Print the source code for all shaders generated.
static const bool gPrintSKSL = false;
static const bool gPrintMSL = false;
bool SkSLToMSL(SkSL::Compiler* compiler,
const std::string& sksl,
SkSL::ProgramKind programKind,
const SkSL::ProgramSettings& settings,
std::string* msl,
SkSL::Program::Inputs* outInputs,
ShaderErrorHandler* errorHandler) {
#ifdef SK_DEBUG
std::string src = SkShaderUtils::PrettyPrint(sksl);
#else
const std::string& src = sksl;
#endif
std::unique_ptr<SkSL::Program> program = compiler->convertProgram(programKind,
src,
settings);
if (!program || !compiler->toMetal(*program, msl)) {
errorHandler->compileError(src.c_str(), compiler->errorText().c_str());
return false;
}
if (gPrintSKSL || gPrintMSL) {
SkShaderUtils::PrintShaderBanner(programKind);
if (gPrintSKSL) {
SkDebugf("SKSL:\n");
SkShaderUtils::PrintLineByLine(SkShaderUtils::PrettyPrint(sksl));
}
if (gPrintMSL) {
SkDebugf("MSL:\n");
SkShaderUtils::PrintLineByLine(SkShaderUtils::PrettyPrint(*msl));
}
}
*outInputs = program->fInputs;
return true;
}
sk_cfp<id<MTLLibrary>> MtlCompileShaderLibrary(const MtlSharedContext* sharedContext,
const std::string& msl,
ShaderErrorHandler* errorHandler) {
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([sharedContext->device() newLibraryWithSource:nsSource
options:options
error:&error]);
if (!compiledLibrary) {
errorHandler->compileError(msl.c_str(), error.debugDescription.UTF8String);
return nil;
}
return compiledLibrary;
}
#ifdef SK_BUILD_FOR_IOS
bool MtlIsAppInBackground() {
return [NSThread isMainThread] &&
([UIApplication sharedApplication].applicationState == UIApplicationStateBackground);
}
#endif
} // namespace skgpu::graphite