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1/*
2 * Copyright 2021 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "experimental/graphite/src/mtl/MtlUtils.h"
9
10#include "experimental/graphite/src/mtl/MtlGpu.h"
11#include "include/private/SkSLString.h"
12#include "src/core/SkTraceEvent.h"
13
14namespace skgpu::mtl {
15
16bool FormatIsDepthOrStencil(MTLPixelFormat format) {
17    switch (format) {
18        case MTLPixelFormatStencil8: // fallthrough
19        case MTLPixelFormatDepth32Float_Stencil8:
20            return true;
21        default:
22            return false;
23    }
24}
25
26MTLPixelFormat SkColorTypeToFormat(SkColorType colorType) {
27    switch (colorType) {
28        case kRGBA_8888_SkColorType:
29            return MTLPixelFormatRGBA8Unorm;
30        case kAlpha_8_SkColorType:
31            return MTLPixelFormatR8Unorm;
32        case kRGBA_F16_SkColorType:
33            return MTLPixelFormatRGBA16Float;
34        default:
35            // TODO: fill in the rest of the formats
36            SkUNREACHABLE;
37    }
38}
39
40MTLPixelFormat DepthStencilTypeToFormat(DepthStencilType type) {
41    // TODO: Decide if we want to change this to always return a combined depth and stencil format
42    // to allow more sharing of depth stencil allocations.
43    switch (type) {
44        case DepthStencilType::kDepthOnly:
45            // MTLPixelFormatDepth16Unorm is also a universally supported option here
46            return MTLPixelFormatDepth32Float;
47        case DepthStencilType::kStencilOnly:
48            return MTLPixelFormatStencil8;
49        case DepthStencilType::kDepthStencil:
50            // MTLPixelFormatDepth24Unorm_Stencil8 is supported on Mac family GPUs.
51            return MTLPixelFormatDepth32Float_Stencil8;
52    }
53}
54
55sk_cfp<id<MTLLibrary>> CompileShaderLibrary(const Gpu* gpu,
56                                            const SkSL::String& msl) {
57    TRACE_EVENT0("skia.shaders", "driver_compile_shader");
58    auto nsSource = [[NSString alloc] initWithBytesNoCopy:const_cast<char*>(msl.c_str())
59                                                   length:msl.size()
60                                                 encoding:NSUTF8StringEncoding
61                                             freeWhenDone:NO];
62    MTLCompileOptions* options = [[MTLCompileOptions alloc] init];
63    // array<> is supported in MSL 2.0 on MacOS 10.13+ and iOS 11+,
64    // and in MSL 1.2 on iOS 10+ (but not MacOS).
65    if (@available(macOS 10.13, iOS 11.0, *)) {
66        options.languageVersion = MTLLanguageVersion2_0;
67#if defined(SK_BUILD_FOR_IOS)
68    } else if (@available(macOS 10.12, iOS 10.0, *)) {
69        options.languageVersion = MTLLanguageVersion1_2;
70#endif
71    }
72
73    NSError* error = nil;
74    // TODO: do we need a version with a timeout?
75    sk_cfp<id<MTLLibrary>> compiledLibrary([gpu->device() newLibraryWithSource:nsSource
76                                                                       options:options
77                                                                         error:&error]);
78    if (!compiledLibrary) {
79        SkDebugf("Shader compilation error\n"
80                 "------------------------\n");
81        SkDebugf("%s", msl.c_str());
82        SkDebugf("Errors:\n%s", error.debugDescription.UTF8String);
83
84        return nil;
85    }
86
87    return compiledLibrary;
88}
89
90} // namespace skgpu::mtl
91