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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/metal/RenderPipelineMTL.h"
#include "dawn_native/metal/DeviceMTL.h"
#include "dawn_native/metal/InputStateMTL.h"
#include "dawn_native/metal/PipelineLayoutMTL.h"
#include "dawn_native/metal/ShaderModuleMTL.h"
#include "dawn_native/metal/TextureMTL.h"
#include "dawn_native/metal/UtilsMetal.h"
namespace dawn_native { namespace metal {
namespace {
MTLPrimitiveType MTLPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case dawn::PrimitiveTopology::PointList:
return MTLPrimitiveTypePoint;
case dawn::PrimitiveTopology::LineList:
return MTLPrimitiveTypeLine;
case dawn::PrimitiveTopology::LineStrip:
return MTLPrimitiveTypeLineStrip;
case dawn::PrimitiveTopology::TriangleList:
return MTLPrimitiveTypeTriangle;
case dawn::PrimitiveTopology::TriangleStrip:
return MTLPrimitiveTypeTriangleStrip;
}
}
MTLPrimitiveTopologyClass MTLInputPrimitiveTopology(
dawn::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case dawn::PrimitiveTopology::PointList:
return MTLPrimitiveTopologyClassPoint;
case dawn::PrimitiveTopology::LineList:
case dawn::PrimitiveTopology::LineStrip:
return MTLPrimitiveTopologyClassLine;
case dawn::PrimitiveTopology::TriangleList:
case dawn::PrimitiveTopology::TriangleStrip:
return MTLPrimitiveTopologyClassTriangle;
}
}
MTLIndexType MTLIndexFormat(dawn::IndexFormat format) {
switch (format) {
case dawn::IndexFormat::Uint16:
return MTLIndexTypeUInt16;
case dawn::IndexFormat::Uint32:
return MTLIndexTypeUInt32;
}
}
MTLBlendFactor MetalBlendFactor(dawn::BlendFactor factor, bool alpha) {
switch (factor) {
case dawn::BlendFactor::Zero:
return MTLBlendFactorZero;
case dawn::BlendFactor::One:
return MTLBlendFactorOne;
case dawn::BlendFactor::SrcColor:
return MTLBlendFactorSourceColor;
case dawn::BlendFactor::OneMinusSrcColor:
return MTLBlendFactorOneMinusSourceColor;
case dawn::BlendFactor::SrcAlpha:
return MTLBlendFactorSourceAlpha;
case dawn::BlendFactor::OneMinusSrcAlpha:
return MTLBlendFactorOneMinusSourceAlpha;
case dawn::BlendFactor::DstColor:
return MTLBlendFactorDestinationColor;
case dawn::BlendFactor::OneMinusDstColor:
return MTLBlendFactorOneMinusDestinationColor;
case dawn::BlendFactor::DstAlpha:
return MTLBlendFactorDestinationAlpha;
case dawn::BlendFactor::OneMinusDstAlpha:
return MTLBlendFactorOneMinusDestinationAlpha;
case dawn::BlendFactor::SrcAlphaSaturated:
return MTLBlendFactorSourceAlphaSaturated;
case dawn::BlendFactor::BlendColor:
return alpha ? MTLBlendFactorBlendAlpha : MTLBlendFactorBlendColor;
case dawn::BlendFactor::OneMinusBlendColor:
return alpha ? MTLBlendFactorOneMinusBlendAlpha
: MTLBlendFactorOneMinusBlendColor;
}
}
MTLBlendOperation MetalBlendOperation(dawn::BlendOperation operation) {
switch (operation) {
case dawn::BlendOperation::Add:
return MTLBlendOperationAdd;
case dawn::BlendOperation::Subtract:
return MTLBlendOperationSubtract;
case dawn::BlendOperation::ReverseSubtract:
return MTLBlendOperationReverseSubtract;
case dawn::BlendOperation::Min:
return MTLBlendOperationMin;
case dawn::BlendOperation::Max:
return MTLBlendOperationMax;
}
}
MTLColorWriteMask MetalColorWriteMask(dawn::ColorWriteMask colorWriteMask) {
MTLColorWriteMask mask = MTLColorWriteMaskNone;
if (colorWriteMask & dawn::ColorWriteMask::Red) {
mask |= MTLColorWriteMaskRed;
}
if (colorWriteMask & dawn::ColorWriteMask::Green) {
mask |= MTLColorWriteMaskGreen;
}
if (colorWriteMask & dawn::ColorWriteMask::Blue) {
mask |= MTLColorWriteMaskBlue;
}
if (colorWriteMask & dawn::ColorWriteMask::Alpha) {
mask |= MTLColorWriteMaskAlpha;
}
return mask;
}
void ComputeBlendDesc(MTLRenderPipelineColorAttachmentDescriptor* attachment,
const BlendStateDescriptor* descriptor) {
attachment.blendingEnabled = BlendEnabled(descriptor);
attachment.sourceRGBBlendFactor =
MetalBlendFactor(descriptor->colorBlend.srcFactor, false);
attachment.destinationRGBBlendFactor =
MetalBlendFactor(descriptor->colorBlend.dstFactor, false);
attachment.rgbBlendOperation = MetalBlendOperation(descriptor->colorBlend.operation);
attachment.sourceAlphaBlendFactor =
MetalBlendFactor(descriptor->alphaBlend.srcFactor, true);
attachment.destinationAlphaBlendFactor =
MetalBlendFactor(descriptor->alphaBlend.dstFactor, true);
attachment.alphaBlendOperation = MetalBlendOperation(descriptor->alphaBlend.operation);
attachment.writeMask = MetalColorWriteMask(descriptor->colorWriteMask);
}
MTLStencilOperation MetalStencilOperation(dawn::StencilOperation stencilOperation) {
switch (stencilOperation) {
case dawn::StencilOperation::Keep:
return MTLStencilOperationKeep;
case dawn::StencilOperation::Zero:
return MTLStencilOperationZero;
case dawn::StencilOperation::Replace:
return MTLStencilOperationReplace;
case dawn::StencilOperation::Invert:
return MTLStencilOperationInvert;
case dawn::StencilOperation::IncrementClamp:
return MTLStencilOperationIncrementClamp;
case dawn::StencilOperation::DecrementClamp:
return MTLStencilOperationDecrementClamp;
case dawn::StencilOperation::IncrementWrap:
return MTLStencilOperationIncrementWrap;
case dawn::StencilOperation::DecrementWrap:
return MTLStencilOperationDecrementWrap;
}
}
MTLDepthStencilDescriptor* ComputeDepthStencilDesc(
const DepthStencilStateDescriptor* descriptor) {
MTLDepthStencilDescriptor* mtlDepthStencilDescriptor =
[[MTLDepthStencilDescriptor new] autorelease];
mtlDepthStencilDescriptor.depthCompareFunction =
ToMetalCompareFunction(descriptor->depthCompare);
mtlDepthStencilDescriptor.depthWriteEnabled = descriptor->depthWriteEnabled;
if (StencilTestEnabled(descriptor)) {
MTLStencilDescriptor* backFaceStencil = [[MTLStencilDescriptor new] autorelease];
MTLStencilDescriptor* frontFaceStencil = [[MTLStencilDescriptor new] autorelease];
backFaceStencil.stencilCompareFunction =
ToMetalCompareFunction(descriptor->stencilBack.compare);
backFaceStencil.stencilFailureOperation =
MetalStencilOperation(descriptor->stencilBack.failOp);
backFaceStencil.depthFailureOperation =
MetalStencilOperation(descriptor->stencilBack.depthFailOp);
backFaceStencil.depthStencilPassOperation =
MetalStencilOperation(descriptor->stencilBack.passOp);
backFaceStencil.readMask = descriptor->stencilReadMask;
backFaceStencil.writeMask = descriptor->stencilWriteMask;
frontFaceStencil.stencilCompareFunction =
ToMetalCompareFunction(descriptor->stencilFront.compare);
frontFaceStencil.stencilFailureOperation =
MetalStencilOperation(descriptor->stencilFront.failOp);
frontFaceStencil.depthFailureOperation =
MetalStencilOperation(descriptor->stencilFront.depthFailOp);
frontFaceStencil.depthStencilPassOperation =
MetalStencilOperation(descriptor->stencilFront.passOp);
frontFaceStencil.readMask = descriptor->stencilReadMask;
frontFaceStencil.writeMask = descriptor->stencilWriteMask;
mtlDepthStencilDescriptor.backFaceStencil = backFaceStencil;
mtlDepthStencilDescriptor.frontFaceStencil = frontFaceStencil;
}
return mtlDepthStencilDescriptor;
}
} // anonymous namespace
RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor)
: RenderPipelineBase(device, descriptor),
mMtlIndexType(MTLIndexFormat(GetIndexFormat())),
mMtlPrimitiveTopology(MTLPrimitiveTopology(GetPrimitiveTopology())) {
auto mtlDevice = device->GetMTLDevice();
MTLRenderPipelineDescriptor* descriptorMTL = [MTLRenderPipelineDescriptor new];
const ShaderModule* vertexModule = ToBackend(descriptor->vertexStage->module);
const char* vertexEntryPoint = descriptor->vertexStage->entryPoint;
ShaderModule::MetalFunctionData vertexData = vertexModule->GetFunction(
vertexEntryPoint, dawn::ShaderStage::Vertex, ToBackend(GetLayout()));
descriptorMTL.vertexFunction = vertexData.function;
const ShaderModule* fragmentModule = ToBackend(descriptor->fragmentStage->module);
const char* fragmentEntryPoint = descriptor->fragmentStage->entryPoint;
ShaderModule::MetalFunctionData fragmentData = fragmentModule->GetFunction(
fragmentEntryPoint, dawn::ShaderStage::Fragment, ToBackend(GetLayout()));
descriptorMTL.fragmentFunction = fragmentData.function;
if (HasDepthStencilAttachment()) {
// TODO(kainino@chromium.org): Handle depth-only and stencil-only formats.
dawn::TextureFormat depthStencilFormat = GetDepthStencilFormat();
descriptorMTL.depthAttachmentPixelFormat = MetalPixelFormat(depthStencilFormat);
descriptorMTL.stencilAttachmentPixelFormat = MetalPixelFormat(depthStencilFormat);
}
for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) {
descriptorMTL.colorAttachments[i].pixelFormat =
MetalPixelFormat(GetColorAttachmentFormat(i));
const BlendStateDescriptor* descriptor = GetBlendStateDescriptor(i);
ComputeBlendDesc(descriptorMTL.colorAttachments[i], descriptor);
}
descriptorMTL.inputPrimitiveTopology = MTLInputPrimitiveTopology(GetPrimitiveTopology());
InputState* inputState = ToBackend(GetInputState());
descriptorMTL.vertexDescriptor = inputState->GetMTLVertexDescriptor();
// TODO(kainino@chromium.org): push constants, textures, samplers
{
NSError* error = nil;
mMtlRenderPipelineState = [mtlDevice newRenderPipelineStateWithDescriptor:descriptorMTL
error:&error];
[descriptorMTL release];
if (error != nil) {
NSLog(@" error => %@", error);
device->HandleError("Error creating rendering pipeline state");
return;
}
}
// create depth stencil state and cache it, fetch the cached depth stencil state when we
// call setDepthStencilState() for a given render pipeline in CommandBuffer, in order to
// improve performance.
mMtlDepthStencilState =
[mtlDevice newDepthStencilStateWithDescriptor:ComputeDepthStencilDesc(
GetDepthStencilStateDescriptor())];
}
RenderPipeline::~RenderPipeline() {
[mMtlRenderPipelineState release];
[mMtlDepthStencilState release];
}
MTLIndexType RenderPipeline::GetMTLIndexType() const {
return mMtlIndexType;
}
MTLPrimitiveType RenderPipeline::GetMTLPrimitiveTopology() const {
return mMtlPrimitiveTopology;
}
void RenderPipeline::Encode(id<MTLRenderCommandEncoder> encoder) {
[encoder setRenderPipelineState:mMtlRenderPipelineState];
}
id<MTLDepthStencilState> RenderPipeline::GetMTLDepthStencilState() {
return mMtlDepthStencilState;
}
}} // namespace dawn_native::metal