xref: /aosp_15_r20/external/skia/src/gpu/ganesh/mtl/GrMtlUtil.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrMtlUtil_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrMtlUtil_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #import <Metal/Metal.h>
12*c8dee2aaSAndroid Build Coastguard Worker 
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrContextOptions.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/mtl/GrMtlBackendSurface.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/mtl/GrMtlTypesPriv.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/ir/SkSLProgram.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker class GrMtlGpu;
21*c8dee2aaSAndroid Build Coastguard Worker class GrSurface;
22*c8dee2aaSAndroid Build Coastguard Worker enum class SkTextureCompressionType;
23*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL {
24*c8dee2aaSAndroid Build Coastguard Worker     enum class ProgramKind : int8_t;
25*c8dee2aaSAndroid Build Coastguard Worker     struct ProgramSettings;
26*c8dee2aaSAndroid Build Coastguard Worker }
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker GR_NORETAIN_BEGIN
29*c8dee2aaSAndroid Build Coastguard Worker 
30*c8dee2aaSAndroid Build Coastguard Worker /**
31*c8dee2aaSAndroid Build Coastguard Worker  * Returns a id<MTLTexture> to the MTLTexture pointed at by the const void*.
32*c8dee2aaSAndroid Build Coastguard Worker  *
33*c8dee2aaSAndroid Build Coastguard Worker  * TODO: Remove this and the other bridging functions? It's better to cast on the calling
34*c8dee2aaSAndroid Build Coastguard Worker  * side so ARC has more context, and they don't add much value.
35*c8dee2aaSAndroid Build Coastguard Worker  */
GrGetMTLTexture(const void * mtlTexture)36*c8dee2aaSAndroid Build Coastguard Worker SK_ALWAYS_INLINE id<MTLTexture> GrGetMTLTexture(const void* mtlTexture) {
37*c8dee2aaSAndroid Build Coastguard Worker #if __has_feature(objc_arc)
38*c8dee2aaSAndroid Build Coastguard Worker     return (__bridge id<MTLTexture>)mtlTexture;
39*c8dee2aaSAndroid Build Coastguard Worker #else
40*c8dee2aaSAndroid Build Coastguard Worker     return (id<MTLTexture>)mtlTexture;
41*c8dee2aaSAndroid Build Coastguard Worker #endif
42*c8dee2aaSAndroid Build Coastguard Worker }
43*c8dee2aaSAndroid Build Coastguard Worker 
44*c8dee2aaSAndroid Build Coastguard Worker /**
45*c8dee2aaSAndroid Build Coastguard Worker  * Returns a const void* to whatever the id object is pointing to.
46*c8dee2aaSAndroid Build Coastguard Worker  */
GrGetPtrFromId(id idObject)47*c8dee2aaSAndroid Build Coastguard Worker SK_ALWAYS_INLINE const void* GrGetPtrFromId(id idObject) {
48*c8dee2aaSAndroid Build Coastguard Worker #if __has_feature(objc_arc)
49*c8dee2aaSAndroid Build Coastguard Worker     return (__bridge const void*)idObject;
50*c8dee2aaSAndroid Build Coastguard Worker #else
51*c8dee2aaSAndroid Build Coastguard Worker     return (const void*)idObject;
52*c8dee2aaSAndroid Build Coastguard Worker #endif
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker 
55*c8dee2aaSAndroid Build Coastguard Worker /**
56*c8dee2aaSAndroid Build Coastguard Worker  * Returns a const void* to whatever the id object is pointing to.
57*c8dee2aaSAndroid Build Coastguard Worker  * Will call CFRetain on the object.
58*c8dee2aaSAndroid Build Coastguard Worker  */
GrRetainPtrFromId(id idObject)59*c8dee2aaSAndroid Build Coastguard Worker SK_ALWAYS_INLINE CF_RETURNS_RETAINED const void* GrRetainPtrFromId(id idObject) {
60*c8dee2aaSAndroid Build Coastguard Worker     return CFBridgingRetain(idObject);
61*c8dee2aaSAndroid Build Coastguard Worker }
62*c8dee2aaSAndroid Build Coastguard Worker 
63*c8dee2aaSAndroid Build Coastguard Worker enum class GrMtlErrorCode {
64*c8dee2aaSAndroid Build Coastguard Worker     kTimeout = 1,
65*c8dee2aaSAndroid Build Coastguard Worker };
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker NSError* GrCreateMtlError(NSString* description, GrMtlErrorCode errorCode);
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker /**
70*c8dee2aaSAndroid Build Coastguard Worker  * Returns a MTLTextureDescriptor which describes the MTLTexture. Useful when creating a duplicate
71*c8dee2aaSAndroid Build Coastguard Worker  * MTLTexture without the same storage allocation.
72*c8dee2aaSAndroid Build Coastguard Worker  */
73*c8dee2aaSAndroid Build Coastguard Worker MTLTextureDescriptor* GrGetMTLTextureDescriptor(id<MTLTexture> mtlTexture);
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker /**
76*c8dee2aaSAndroid Build Coastguard Worker  * Returns a compiled MTLLibrary created from MSL code
77*c8dee2aaSAndroid Build Coastguard Worker  */
78*c8dee2aaSAndroid Build Coastguard Worker id<MTLLibrary> GrCompileMtlShaderLibrary(const GrMtlGpu* gpu,
79*c8dee2aaSAndroid Build Coastguard Worker                                          const std::string& msl,
80*c8dee2aaSAndroid Build Coastguard Worker                                          GrContextOptions::ShaderErrorHandler* errorHandler);
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker /**
83*c8dee2aaSAndroid Build Coastguard Worker  * Attempts to compile an MSL shader asynchronously. We are not concerned about the result, which
84*c8dee2aaSAndroid Build Coastguard Worker  * will be cached in the Apple shader cache.
85*c8dee2aaSAndroid Build Coastguard Worker  */
86*c8dee2aaSAndroid Build Coastguard Worker void GrPrecompileMtlShaderLibrary(const GrMtlGpu* gpu,
87*c8dee2aaSAndroid Build Coastguard Worker                                   const std::string& msl);
88*c8dee2aaSAndroid Build Coastguard Worker 
89*c8dee2aaSAndroid Build Coastguard Worker /**
90*c8dee2aaSAndroid Build Coastguard Worker  * Replacement for newLibraryWithSource:options:error that has a timeout.
91*c8dee2aaSAndroid Build Coastguard Worker  */
92*c8dee2aaSAndroid Build Coastguard Worker id<MTLLibrary> GrMtlNewLibraryWithSource(id<MTLDevice>, NSString* mslCode,
93*c8dee2aaSAndroid Build Coastguard Worker                                          MTLCompileOptions*, NSError**);
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker /**
96*c8dee2aaSAndroid Build Coastguard Worker  * Replacement for newRenderPipelineStateWithDescriptor:error that has a timeout.
97*c8dee2aaSAndroid Build Coastguard Worker  */
98*c8dee2aaSAndroid Build Coastguard Worker id<MTLRenderPipelineState> GrMtlNewRenderPipelineStateWithDescriptor(
99*c8dee2aaSAndroid Build Coastguard Worker         id<MTLDevice>, MTLRenderPipelineDescriptor*, NSError**);
100*c8dee2aaSAndroid Build Coastguard Worker 
101*c8dee2aaSAndroid Build Coastguard Worker /**
102*c8dee2aaSAndroid Build Coastguard Worker  * Returns a MTLTexture corresponding to the GrSurface.
103*c8dee2aaSAndroid Build Coastguard Worker  */
104*c8dee2aaSAndroid Build Coastguard Worker id<MTLTexture> GrGetMTLTextureFromSurface(GrSurface* surface);
105*c8dee2aaSAndroid Build Coastguard Worker 
GrBackendFormatAsMTLPixelFormat(const GrBackendFormat & format)106*c8dee2aaSAndroid Build Coastguard Worker static inline MTLPixelFormat GrBackendFormatAsMTLPixelFormat(const GrBackendFormat& format) {
107*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<MTLPixelFormat>(GrBackendFormats::AsMtlFormat(format));
108*c8dee2aaSAndroid Build Coastguard Worker }
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker /**
111*c8dee2aaSAndroid Build Coastguard Worker  * Maps a MTLPixelFormat into the CompressionType enum if applicable.
112*c8dee2aaSAndroid Build Coastguard Worker  */
113*c8dee2aaSAndroid Build Coastguard Worker SkTextureCompressionType GrMtlFormatToCompressionType(MTLPixelFormat);
114*c8dee2aaSAndroid Build Coastguard Worker 
115*c8dee2aaSAndroid Build Coastguard Worker int GrMtlFormatStencilBits(MTLPixelFormat);
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker GrColorFormatDesc GrMtlFormatDesc(MTLPixelFormat);
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker GR_NORETAIN_END
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker #endif
122