2020-03-13 23:51:50 +00:00
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/opengl/BindGroupGL.h"
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2020-05-29 07:51:08 +00:00
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#include "dawn_native/Texture.h"
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2020-03-13 23:51:50 +00:00
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#include "dawn_native/opengl/BindGroupLayoutGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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namespace dawn_native { namespace opengl {
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2020-05-29 07:51:08 +00:00
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MaybeError ValidateGLBindGroupDescriptor(const BindGroupDescriptor* descriptor) {
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const BindGroupLayoutBase::BindingMap& bindingMap = descriptor->layout->GetBindingMap();
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for (uint32_t i = 0; i < descriptor->entryCount; ++i) {
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const BindGroupEntry& entry = descriptor->entries[i];
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const auto& it = bindingMap.find(BindingNumber(entry.binding));
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BindingIndex bindingIndex = it->second;
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ASSERT(bindingIndex < descriptor->layout->GetBindingCount());
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const BindingInfo& bindingInfo = descriptor->layout->GetBindingInfo(bindingIndex);
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2020-12-21 20:14:26 +00:00
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if (bindingInfo.bindingType == BindingInfoType::StorageTexture) {
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ASSERT(entry.textureView != nullptr);
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const uint32_t textureViewLayerCount = entry.textureView->GetLayerCount();
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if (textureViewLayerCount != 1 &&
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textureViewLayerCount != entry.textureView->GetTexture()->GetArrayLayers()) {
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return DAWN_VALIDATION_ERROR(
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"Currently the OpenGL backend only supports either binding a layer or "
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"the entire texture as storage texture.");
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}
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2020-05-29 07:51:08 +00:00
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}
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}
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return {};
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}
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2020-03-13 23:51:50 +00:00
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BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
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: BindGroupBase(this, device, descriptor) {
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}
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())->DeallocateBindGroup(this);
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}
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// static
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BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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}} // namespace dawn_native::opengl
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