xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/metal/ShaderMtl.mm (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker//
2*8975f5c5SAndroid Build Coastguard Worker// Copyright 2019 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker// Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker// found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker//
6*8975f5c5SAndroid Build Coastguard Worker// ShaderMtl.mm:
7*8975f5c5SAndroid Build Coastguard Worker//    Implements the class methods for ShaderMtl.
8*8975f5c5SAndroid Build Coastguard Worker//
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/renderer/metal/ShaderMtl.h"
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker#include "common/WorkerThread.h"
13*8975f5c5SAndroid Build Coastguard Worker#include "common/debug.h"
14*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/Context.h"
15*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/Shader.h"
16*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/renderer/metal/ContextMtl.h"
17*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/renderer/metal/DisplayMtl.h"
18*8975f5c5SAndroid Build Coastguard Worker#include "libANGLE/trace.h"
19*8975f5c5SAndroid Build Coastguard Worker
20*8975f5c5SAndroid Build Coastguard Workernamespace rx
21*8975f5c5SAndroid Build Coastguard Worker{
22*8975f5c5SAndroid Build Coastguard Workernamespace
23*8975f5c5SAndroid Build Coastguard Worker{
24*8975f5c5SAndroid Build Coastguard Workerclass ShaderTranslateTaskMtl final : public ShaderTranslateTask
25*8975f5c5SAndroid Build Coastguard Worker{
26*8975f5c5SAndroid Build Coastguard Worker  public:
27*8975f5c5SAndroid Build Coastguard Worker    ShaderTranslateTaskMtl(const SharedCompiledShaderStateMtl &shader) : mShader(shader) {}
28*8975f5c5SAndroid Build Coastguard Worker    ~ShaderTranslateTaskMtl() override = default;
29*8975f5c5SAndroid Build Coastguard Worker
30*8975f5c5SAndroid Build Coastguard Worker    void postTranslate(ShHandle compiler, const gl::CompiledShaderState &compiledState) override
31*8975f5c5SAndroid Build Coastguard Worker    {
32*8975f5c5SAndroid Build Coastguard Worker        sh::TranslatorMSL *translatorMSL =
33*8975f5c5SAndroid Build Coastguard Worker            static_cast<sh::TShHandleBase *>(compiler)->getAsTranslatorMSL();
34*8975f5c5SAndroid Build Coastguard Worker        if (translatorMSL != nullptr)
35*8975f5c5SAndroid Build Coastguard Worker        {
36*8975f5c5SAndroid Build Coastguard Worker            // Copy reflection data from translation
37*8975f5c5SAndroid Build Coastguard Worker            mShader->translatorMetalReflection = *translatorMSL->getTranslatorMetalReflection();
38*8975f5c5SAndroid Build Coastguard Worker            translatorMSL->getTranslatorMetalReflection()->reset();
39*8975f5c5SAndroid Build Coastguard Worker        }
40*8975f5c5SAndroid Build Coastguard Worker    }
41*8975f5c5SAndroid Build Coastguard Worker
42*8975f5c5SAndroid Build Coastguard Worker  private:
43*8975f5c5SAndroid Build Coastguard Worker    SharedCompiledShaderStateMtl mShader;
44*8975f5c5SAndroid Build Coastguard Worker};
45*8975f5c5SAndroid Build Coastguard Worker}  // anonymous namespace
46*8975f5c5SAndroid Build Coastguard Worker
47*8975f5c5SAndroid Build Coastguard WorkerShaderMtl::ShaderMtl(const gl::ShaderState &state) : ShaderImpl(state) {}
48*8975f5c5SAndroid Build Coastguard Worker
49*8975f5c5SAndroid Build Coastguard WorkerShaderMtl::~ShaderMtl() {}
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Workerstd::shared_ptr<ShaderTranslateTask> ShaderMtl::compile(const gl::Context *context,
52*8975f5c5SAndroid Build Coastguard Worker                                                        ShCompileOptions *options)
53*8975f5c5SAndroid Build Coastguard Worker{
54*8975f5c5SAndroid Build Coastguard Worker    ContextMtl *contextMtl = mtl::GetImpl(context);
55*8975f5c5SAndroid Build Coastguard Worker    DisplayMtl *displayMtl = contextMtl->getDisplay();
56*8975f5c5SAndroid Build Coastguard Worker
57*8975f5c5SAndroid Build Coastguard Worker    // Create a new compiled shader state.  Currently running program link jobs will use the
58*8975f5c5SAndroid Build Coastguard Worker    // previous state.
59*8975f5c5SAndroid Build Coastguard Worker    mCompiledState = std::make_shared<CompiledShaderStateMtl>();
60*8975f5c5SAndroid Build Coastguard Worker
61*8975f5c5SAndroid Build Coastguard Worker    // TODO(jcunningham): Remove this workaround once correct fix to move validation to the very end
62*8975f5c5SAndroid Build Coastguard Worker    // is in place. https://bugs.webkit.org/show_bug.cgi?id=224991
63*8975f5c5SAndroid Build Coastguard Worker    options->validateAST = false;
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker    options->simplifyLoopConditions = true;
66*8975f5c5SAndroid Build Coastguard Worker
67*8975f5c5SAndroid Build Coastguard Worker    options->initializeUninitializedLocals = true;
68*8975f5c5SAndroid Build Coastguard Worker
69*8975f5c5SAndroid Build Coastguard Worker    options->separateCompoundStructDeclarations = true;
70*8975f5c5SAndroid Build Coastguard Worker
71*8975f5c5SAndroid Build Coastguard Worker    if (context->isWebGL() && mState.getShaderType() != gl::ShaderType::Compute)
72*8975f5c5SAndroid Build Coastguard Worker    {
73*8975f5c5SAndroid Build Coastguard Worker        options->initOutputVariables = true;
74*8975f5c5SAndroid Build Coastguard Worker    }
75*8975f5c5SAndroid Build Coastguard Worker
76*8975f5c5SAndroid Build Coastguard Worker    options->metal.generateShareableShaders =
77*8975f5c5SAndroid Build Coastguard Worker        displayMtl->getFeatures().generateShareableShaders.enabled;
78*8975f5c5SAndroid Build Coastguard Worker
79*8975f5c5SAndroid Build Coastguard Worker    if (displayMtl->getFeatures().intelExplicitBoolCastWorkaround.enabled ||
80*8975f5c5SAndroid Build Coastguard Worker        options->metal.generateShareableShaders)
81*8975f5c5SAndroid Build Coastguard Worker    {
82*8975f5c5SAndroid Build Coastguard Worker        options->addExplicitBoolCasts = true;
83*8975f5c5SAndroid Build Coastguard Worker    }
84*8975f5c5SAndroid Build Coastguard Worker
85*8975f5c5SAndroid Build Coastguard Worker    options->clampPointSize = true;
86*8975f5c5SAndroid Build Coastguard Worker#if TARGET_OS_IPHONE && !TARGET_OS_MACCATALYST
87*8975f5c5SAndroid Build Coastguard Worker    options->clampFragDepth = true;
88*8975f5c5SAndroid Build Coastguard Worker#endif
89*8975f5c5SAndroid Build Coastguard Worker
90*8975f5c5SAndroid Build Coastguard Worker    if (displayMtl->getFeatures().emulateAlphaToCoverage.enabled)
91*8975f5c5SAndroid Build Coastguard Worker    {
92*8975f5c5SAndroid Build Coastguard Worker        options->emulateAlphaToCoverage = true;
93*8975f5c5SAndroid Build Coastguard Worker    }
94*8975f5c5SAndroid Build Coastguard Worker
95*8975f5c5SAndroid Build Coastguard Worker    // Constants:
96*8975f5c5SAndroid Build Coastguard Worker    options->metal.driverUniformsBindingIndex    = mtl::kDriverUniformsBindingIndex;
97*8975f5c5SAndroid Build Coastguard Worker    options->metal.defaultUniformsBindingIndex   = mtl::kDefaultUniformsBindingIndex;
98*8975f5c5SAndroid Build Coastguard Worker    options->metal.UBOArgumentBufferBindingIndex = mtl::kUBOArgumentBufferBindingIndex;
99*8975f5c5SAndroid Build Coastguard Worker
100*8975f5c5SAndroid Build Coastguard Worker    // GL_ANGLE_shader_pixel_local_storage.
101*8975f5c5SAndroid Build Coastguard Worker    if (displayMtl->getNativeExtensions().shaderPixelLocalStorageANGLE)
102*8975f5c5SAndroid Build Coastguard Worker    {
103*8975f5c5SAndroid Build Coastguard Worker        options->pls = displayMtl->getNativePixelLocalStorageOptions();
104*8975f5c5SAndroid Build Coastguard Worker    }
105*8975f5c5SAndroid Build Coastguard Worker
106*8975f5c5SAndroid Build Coastguard Worker    options->preTransformTextureCubeGradDerivatives =
107*8975f5c5SAndroid Build Coastguard Worker        displayMtl->getFeatures().preTransformTextureCubeGradDerivatives.enabled;
108*8975f5c5SAndroid Build Coastguard Worker
109*8975f5c5SAndroid Build Coastguard Worker    options->rescopeGlobalVariables = displayMtl->getFeatures().rescopeGlobalVariables.enabled;
110*8975f5c5SAndroid Build Coastguard Worker
111*8975f5c5SAndroid Build Coastguard Worker    if (displayMtl->getFeatures().injectAsmStatementIntoLoopBodies.enabled)
112*8975f5c5SAndroid Build Coastguard Worker    {
113*8975f5c5SAndroid Build Coastguard Worker        options->metal.injectAsmStatementIntoLoopBodies = true;
114*8975f5c5SAndroid Build Coastguard Worker    }
115*8975f5c5SAndroid Build Coastguard Worker
116*8975f5c5SAndroid Build Coastguard Worker    return std::shared_ptr<ShaderTranslateTask>(new ShaderTranslateTaskMtl(mCompiledState));
117*8975f5c5SAndroid Build Coastguard Worker}
118*8975f5c5SAndroid Build Coastguard Worker
119*8975f5c5SAndroid Build Coastguard Workerstd::shared_ptr<ShaderTranslateTask> ShaderMtl::load(const gl::Context *context,
120*8975f5c5SAndroid Build Coastguard Worker                                                     gl::BinaryInputStream *stream)
121*8975f5c5SAndroid Build Coastguard Worker{
122*8975f5c5SAndroid Build Coastguard Worker    UNREACHABLE();
123*8975f5c5SAndroid Build Coastguard Worker    return std::shared_ptr<ShaderTranslateTask>(new ShaderTranslateTask);
124*8975f5c5SAndroid Build Coastguard Worker}
125*8975f5c5SAndroid Build Coastguard Worker
126*8975f5c5SAndroid Build Coastguard Workerstd::string ShaderMtl::getDebugInfo() const
127*8975f5c5SAndroid Build Coastguard Worker{
128*8975f5c5SAndroid Build Coastguard Worker    return mState.getCompiledState()->translatedSource;
129*8975f5c5SAndroid Build Coastguard Worker}
130*8975f5c5SAndroid Build Coastguard Worker
131*8975f5c5SAndroid Build Coastguard Worker}  // namespace rx
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