/* * 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> CompileShaderLibrary(const Gpu* gpu, const SkSL::String& msl) { TRACE_EVENT0("skia.shaders", "driver_compile_shader"); auto nsSource = [[NSString alloc] initWithBytesNoCopy:const_cast(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> 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