// // Copyright 2019 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ProgramMtl.h: // Defines the class interface for ProgramMtl, implementing ProgramImpl. // #ifndef LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ #define LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ #import #include #include "common/Optional.h" #include "common/utilities.h" #include "libANGLE/renderer/ProgramImpl.h" #include "libANGLE/renderer/glslang_wrapper_utils.h" #include "libANGLE/renderer/metal/mtl_command_buffer.h" #include "libANGLE/renderer/metal/mtl_glslang_utils.h" #include "libANGLE/renderer/metal/mtl_resources.h" #include "libANGLE/renderer/metal/mtl_state_cache.h" namespace rx { class ContextMtl; class ProgramMtl : public ProgramImpl { public: ProgramMtl(const gl::ProgramState &state); ~ProgramMtl() override; void destroy(const gl::Context *context) override; std::unique_ptr load(const gl::Context *context, gl::BinaryInputStream *stream, gl::InfoLog &infoLog) override; void save(const gl::Context *context, gl::BinaryOutputStream *stream) override; void setBinaryRetrievableHint(bool retrievable) override; void setSeparable(bool separable) override; std::unique_ptr link(const gl::Context *context, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog) override; GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override; void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform1iv(GLint location, GLsizei count, const GLint *v) override; void setUniform2iv(GLint location, GLsizei count, const GLint *v) override; void setUniform3iv(GLint location, GLsizei count, const GLint *v) override; void setUniform4iv(GLint location, GLsizei count, const GLint *v) override; void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override; void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override; void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override; // Calls this before drawing, changedPipelineDesc is passed when vertex attributes desc and/or // shader program changed. angle::Result setupDraw(const gl::Context *glContext, mtl::RenderCommandEncoder *cmdEncoder, const Optional &changedPipelineDesc, bool forceTexturesSetting); private: template void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); template void getUniformImpl(GLint location, T *v, GLenum entryPointType) const; template void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType); angle::Result initDefaultUniformBlocks(const gl::Context *glContext); angle::Result commitUniforms(ContextMtl *context, mtl::RenderCommandEncoder *cmdEncoder); angle::Result updateTextures(const gl::Context *glContext, mtl::RenderCommandEncoder *cmdEncoder, bool forceUpdate); void reset(ContextMtl *context); void linkResources(const gl::ProgramLinkedResources &resources); angle::Result linkImpl(const gl::Context *glContext, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog); angle::Result createMslShader(const gl::Context *glContext, gl::ShaderType shaderType, gl::InfoLog &infoLog, const std::string &translatedSource); // State for the default uniform blocks. struct DefaultUniformBlock final : private angle::NonCopyable { DefaultUniformBlock(); ~DefaultUniformBlock(); // Shadow copies of the shader uniform data. angle::MemoryBuffer uniformData; // Since the default blocks are laid out in std140, this tells us where to write on a call // to a setUniform method. They are arranged in uniform location order. std::vector uniformLayout; }; gl::ShaderBitSet mDefaultUniformBlocksDirty; gl::ShaderBitSet mSamplerBindingsDirty; gl::ShaderMap mDefaultUniformBlocks; gl::ShaderMap mTranslatedMslShader; gl::ShaderMap mMslShaderTranslateInfo; mtl::RenderPipelineCache mMetalRenderPipelineCache; }; } // namespace rx #endif /* LIBANGLE_RENDERER_METAL_PROGRAMMTL_H_ */