/* * 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/gpu/ShaderErrorHandler.h" #include "include/private/SkSLString.h" #include "src/core/SkTraceEvent.h" #include "src/sksl/SkSLCompiler.h" #include "src/utils/SkShaderUtils.h" #ifdef SK_BUILD_FOR_IOS #import #endif namespace skgpu::mtl { bool FormatIsDepthOrStencil(MTLPixelFormat format) { switch (format) { case MTLPixelFormatStencil8: // fallthrough case MTLPixelFormatDepth32Float_Stencil8: return true; default: return false; } } bool FormatIsDepth(MTLPixelFormat format) { switch (format) { case MTLPixelFormatDepth32Float_Stencil8: return true; default: return false; } } bool FormatIsStencil(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 kBGRA_8888_SkColorType: return MTLPixelFormatBGRA8Unorm; case kAlpha_8_SkColorType: return MTLPixelFormatR8Unorm; case kRGBA_F16_SkColorType: return MTLPixelFormatRGBA16Float; default: // TODO: fill in the rest of the formats SkUNREACHABLE; } } MTLPixelFormat DepthStencilFlagsToFormat(Mask 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(const Gpu* gpu, const std::string& sksl, SkSL::ProgramKind programKind, const SkSL::Program::Settings& 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 SkSL::Compiler* compiler = gpu->shaderCompiler(); std::unique_ptr program = gpu->shaderCompiler()->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> CompileShaderLibrary(const Gpu* gpu, const std::string& msl, ShaderErrorHandler* errorHandler) { 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) { errorHandler->compileError(msl.c_str(), error.debugDescription.UTF8String); return nil; } return compiledLibrary; } #ifdef SK_BUILD_FOR_IOS bool IsAppInBackground() { return [NSThread isMainThread] && ([UIApplication sharedApplication].applicationState == UIApplicationStateBackground); } #endif } // namespace skgpu::mtl