// // 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. // // FeaturesMtl.h: Optional features for the Metal renderer. // #ifndef ANGLE_PLATFORM_FEATURESMTL_H_ #define ANGLE_PLATFORM_FEATURESMTL_H_ #include "platform/Feature.h" namespace angle { struct FeaturesMtl : FeatureSetBase { // BaseVertex/Instanced draw support: Feature hasBaseVertexInstancedDraw = { "has_base_vertex_instanced_draw", FeatureCategory::MetalFeatures, "The renderer supports base vertex instanced draw", &members}; // Support depth texture filtering Feature hasDepthTextureFiltering = { "has_depth_texture_filtering", FeatureCategory::MetalFeatures, "The renderer supports depth texture's filtering other than nearest", &members}; // Support explicit memory barrier Feature hasExplicitMemBarrier = {"has_explicit_mem_barrier_mtl", FeatureCategory::MetalFeatures, "The renderer supports explicit memory barrier", &members}; // Some renderer can break render pass cheaply, i.e. desktop class GPUs. Feature hasCheapRenderPass = {"has_cheap_render_pass_mtl", FeatureCategory::MetalFeatures, "The renderer can cheaply break a render pass.", &members}; // Non-uniform compute shader dispatch support, i.e. Group size is not necessarily to be fixed: Feature hasNonUniformDispatch = { "has_non_uniform_dispatch", FeatureCategory::MetalFeatures, "The renderer supports non uniform compute shader dispatch's group size", &members}; // fragment stencil output support Feature hasStencilOutput = {"has_shader_stencil_output", FeatureCategory::MetalFeatures, "The renderer supports stencil output from fragment shader", &members}; // Texture swizzle support: Feature hasTextureSwizzle = {"has_texture_swizzle", FeatureCategory::MetalFeatures, "The renderer supports texture swizzle", &members}; Feature hasDepthAutoResolve = { "has_msaa_depth_auto_resolve", FeatureCategory::MetalFeatures, "The renderer supports MSAA depth auto resolve at the end of render pass", &members}; Feature hasStencilAutoResolve = { "has_msaa_stencil_auto_resolve", FeatureCategory::MetalFeatures, "The renderer supports MSAA stencil auto resolve at the end of render pass", &members}; Feature hasEvents = {"has_mtl_events", FeatureCategory::MetalFeatures, "The renderer supports MTL(Shared)Event", &members}; Feature allowInlineConstVertexData = { "allow_inline_const_vertex_data", FeatureCategory::MetalFeatures, "The renderer supports using inline constant data for small client vertex data", &members}; // On macos, separate depth & stencil buffers are not supproted. However, on iOS devices, // they are supproted: Feature allowSeparatedDepthStencilBuffers = { "allow_separate_depth_stencil_buffers", FeatureCategory::MetalFeatures, "Some Apple platforms such as iOS allows separate depth & stencil buffers, " "whereas others such as macOS don't", &members}; Feature allowRuntimeSamplerCompareMode = { "allow_runtime_sampler_compare_mode", FeatureCategory::MetalFeatures, "The renderer supports changing sampler's compare mode outside shaders", &members}; Feature allowSamplerCompareGradient = { "allow_sampler_compare_gradient", FeatureCategory::MetalFeatures, "The renderer supports sample_compare with gradients", &members}; Feature allowSamplerCompareLod = {"allow_sampler_compare_lod", FeatureCategory::MetalFeatures, "The renderer supports sample_compare with lod", &members}; Feature allowBufferReadWrite = {"allow_buffer_read_write", FeatureCategory::MetalFeatures, "The renderer supports buffer read & write in the same shader", &members}; Feature allowMultisampleStoreAndResolve = { "allow_msaa_store_and_resolve", FeatureCategory::MetalFeatures, "The renderer supports MSAA store and resolve in the same pass", &members}; Feature allowGenMultipleMipsPerPass = { "gen_multiple_mips_per_pass", FeatureCategory::MetalFeatures, "The renderer supports generating multiple mipmaps per pass", &members}; Feature forceD24S8AsUnsupported = {"force_d24s8_as_unsupported", FeatureCategory::MetalFeatures, "Force Depth24Stencil8 format as unsupported.", &members}; Feature forceBufferGPUStorage = { "force_buffer_gpu_storage", FeatureCategory::MetalFeatures, "On systems that support both buffer' memory allocation on GPU and shared memory (such as " "macOS), force using GPU memory allocation for buffers everytime or not.", &members}; // Whether SPIR-V should be generated directly instead of through glslang. Transitory feature // until the work is complete. Feature directSPIRVGeneration = {"directSPIRVGeneration", FeatureCategory::MetalFeatures, "Direct translation to SPIR-V.", &members, "http://anglebug.com/4889"}; Feature forceNonCSBaseMipmapGeneration = { "force_non_cs_mipmap_gen", FeatureCategory::MetalFeatures, "Turn this feature on to disallow Compute Shader based mipmap generation. Compute Shader " "based mipmap generation might cause GPU hang on some older iOS devices.", &members}; Feature emulateTransformFeedback = { "emulate_transform_feedback", FeatureCategory::MetalFeatures, "Turn this on to allow transform feedback in Metal using a 2-pass VS for GLES3.", &members}; // Rewrite row-major matrices as column-major Feature rewriteRowMajorMatrices = {"rewrite_row_major_matrices", FeatureCategory::MetalFeatures, "Rewrite row major matrices in shaders as column major.", &members}; }; } // namespace angle #endif // ANGLE_PLATFORM_FEATURESMTL_H_