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//
// 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.
//
// ShaderMtl.mm:
// Implements the class methods for ShaderMtl.
//
#include "libANGLE/renderer/metal/ShaderMtl.h"
#include "common/WorkerThread.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Shader.h"
#include "libANGLE/renderer/metal/ContextMtl.h"
#include "libANGLE/renderer/metal/DisplayMtl.h"
#include "libANGLE/trace.h"
namespace rx
{
namespace
{
class ShaderTranslateTaskMtl final : public ShaderTranslateTask
{
public:
ShaderTranslateTaskMtl(const SharedCompiledShaderStateMtl &shader) : mShader(shader) {}
~ShaderTranslateTaskMtl() override = default;
void postTranslate(ShHandle compiler, const gl::CompiledShaderState &compiledState) override
{
sh::TranslatorMSL *translatorMSL =
static_cast<sh::TShHandleBase *>(compiler)->getAsTranslatorMSL();
if (translatorMSL != nullptr)
{
// Copy reflection data from translation
mShader->translatorMetalReflection = *translatorMSL->getTranslatorMetalReflection();
translatorMSL->getTranslatorMetalReflection()->reset();
}
}
private:
SharedCompiledShaderStateMtl mShader;
};
} // anonymous namespace
ShaderMtl::ShaderMtl(const gl::ShaderState &state) : ShaderImpl(state) {}
ShaderMtl::~ShaderMtl() {}
std::shared_ptr<ShaderTranslateTask> ShaderMtl::compile(const gl::Context *context,
ShCompileOptions *options)
{
ContextMtl *contextMtl = mtl::GetImpl(context);
DisplayMtl *displayMtl = contextMtl->getDisplay();
// Create a new compiled shader state. Currently running program link jobs will use the
// previous state.
mCompiledState = std::make_shared<CompiledShaderStateMtl>();
// TODO(jcunningham): Remove this workaround once correct fix to move validation to the very end
options->validateAST = false;
options->simplifyLoopConditions = true;
options->initializeUninitializedLocals = true;
options->separateCompoundStructDeclarations = true;
options->forceDeferNonConstGlobalInitializers = true;
const bool isHardened = context->isWebGL() || context->isHardenedContext();
if (isHardened && mState.getShaderType() != gl::ShaderType::Compute)
{
options->initOutputVariables = true;
}
options->metal.generateShareableShaders =
displayMtl->getFeatures().generateShareableShaders.enabled;
options->clampPointSize = true;
#if TARGET_OS_IPHONE && !TARGET_OS_MACCATALYST
options->clampFragDepth = true;
#endif
if (displayMtl->getFeatures().emulateAlphaToCoverage.enabled)
{
options->emulateAlphaToCoverage = true;
}
options->removeInactiveVariables = true;
options->retainInactiveFragmentOutputs = true;
// Constants:
options->metal.driverUniformsBindingIndex = mtl::kDriverUniformsBindingIndex;
options->metal.defaultUniformsBindingIndex = mtl::kDefaultUniformsBindingIndex;
options->metal.UBOArgumentBufferBindingIndex = mtl::kUBOArgumentBufferBindingIndex;
// GL_ANGLE_shader_pixel_local_storage.
if (displayMtl->getNativeExtensions().shaderPixelLocalStorageANGLE)
{
options->pls = displayMtl->getNativePixelLocalStorageOptions();
}
options->preTransformTextureCubeGradDerivatives =
displayMtl->getFeatures().preTransformTextureCubeGradDerivatives.enabled;
options->rescopeGlobalVariables = displayMtl->getFeatures().rescopeGlobalVariables.enabled;
if (displayMtl->getFeatures().injectAsmStatementIntoLoopBodies.enabled)
{
options->metal.injectAsmStatementIntoLoopBodies = true;
}
if (displayMtl->getFeatures().ensureLoopForwardProgress.enabled)
{
options->ensureLoopForwardProgress = true;
}
return std::shared_ptr<ShaderTranslateTask>(new ShaderTranslateTaskMtl(mCompiledState));
}
std::shared_ptr<ShaderTranslateTask> ShaderMtl::load(const gl::Context *context,
gl::BinaryInputStream *stream)
{
UNREACHABLE();
return std::shared_ptr<ShaderTranslateTask>(new ShaderTranslateTask);
}
std::string ShaderMtl::getDebugInfo() const
{
return *mState.getCompiledState()->translatedSource;
}
} // namespace rx