fix formatting

This commit is contained in:
Austin Eng 2017-05-30 20:03:44 -04:00 committed by Corentin Wallez
parent 084346bd5f
commit 376f1c6a8e
20 changed files with 3453 additions and 3453 deletions

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@ -1,79 +1,79 @@
# Copyright 2017 The NXT 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.
list(APPEND UTILS_SOURCES
Utils.h
Utils.cpp
BackendBinding.h
)
if (APPLE)
list(APPEND UTILS_SOURCES
MetalBinding.mm
)
endif()
add_library(utils STATIC ${UTILS_SOURCES})
target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
SetCXX14(utils)
add_executable(CHelloTriangle HelloTriangle.c)
target_link_libraries(CHelloTriangle utils)
add_executable(CppHelloTriangle HelloTriangle.cpp)
target_link_libraries(CppHelloTriangle utils)
SetCXX14(CppHelloTriangle)
add_executable(ComputeBoids ComputeBoids.cpp)
target_link_libraries(ComputeBoids utils)
target_include_directories(ComputeBoids PUBLIC ../ ${GLM_INCLUDE_DIR})
SetCXX14(ComputeBoids)
add_executable(HelloVertices HelloVertices.cpp)
target_link_libraries(HelloVertices utils)
SetCXX14(HelloVertices)
add_executable(HelloInstancing HelloInstancing.cpp)
target_link_libraries(HelloInstancing utils)
SetCXX14(HelloInstancing)
add_executable(HelloIndices HelloIndices.cpp)
target_link_libraries(HelloIndices utils)
SetCXX14(HelloIndices)
add_executable(HelloUBO HelloUBO.cpp)
target_link_libraries(HelloUBO utils)
SetCXX14(HelloUBO)
add_executable(HelloCompute HelloCompute.cpp)
target_link_libraries(HelloCompute utils)
SetCXX14(HelloCompute)
add_executable(RenderToTexture RenderToTexture.cpp)
target_link_libraries(RenderToTexture utils)
SetCXX14(RenderToTexture)
add_executable(Animometer Animometer.cpp)
target_link_libraries(Animometer utils)
SetCXX14(Animometer)
add_executable(SpirvTest SpirvTest.cpp)
target_link_libraries(SpirvTest shaderc spirv-cross nxtcpp)
SetCXX14(SpirvTest)
add_executable(CppHelloDepthStencil HelloDepthStencil.cpp)
target_link_libraries(CppHelloDepthStencil utils)
SetCXX14(CppHelloDepthStencil)
add_subdirectory(glTFViewer)
# Copyright 2017 The NXT 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.
list(APPEND UTILS_SOURCES
Utils.h
Utils.cpp
BackendBinding.h
)
if (APPLE)
list(APPEND UTILS_SOURCES
MetalBinding.mm
)
endif()
add_library(utils STATIC ${UTILS_SOURCES})
target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
SetCXX14(utils)
add_executable(CHelloTriangle HelloTriangle.c)
target_link_libraries(CHelloTriangle utils)
add_executable(CppHelloTriangle HelloTriangle.cpp)
target_link_libraries(CppHelloTriangle utils)
SetCXX14(CppHelloTriangle)
add_executable(ComputeBoids ComputeBoids.cpp)
target_link_libraries(ComputeBoids utils)
target_include_directories(ComputeBoids PUBLIC ../ ${GLM_INCLUDE_DIR})
SetCXX14(ComputeBoids)
add_executable(HelloVertices HelloVertices.cpp)
target_link_libraries(HelloVertices utils)
SetCXX14(HelloVertices)
add_executable(HelloInstancing HelloInstancing.cpp)
target_link_libraries(HelloInstancing utils)
SetCXX14(HelloInstancing)
add_executable(HelloIndices HelloIndices.cpp)
target_link_libraries(HelloIndices utils)
SetCXX14(HelloIndices)
add_executable(HelloUBO HelloUBO.cpp)
target_link_libraries(HelloUBO utils)
SetCXX14(HelloUBO)
add_executable(HelloCompute HelloCompute.cpp)
target_link_libraries(HelloCompute utils)
SetCXX14(HelloCompute)
add_executable(RenderToTexture RenderToTexture.cpp)
target_link_libraries(RenderToTexture utils)
SetCXX14(RenderToTexture)
add_executable(Animometer Animometer.cpp)
target_link_libraries(Animometer utils)
SetCXX14(Animometer)
add_executable(SpirvTest SpirvTest.cpp)
target_link_libraries(SpirvTest shaderc spirv-cross nxtcpp)
SetCXX14(SpirvTest)
add_executable(CppHelloDepthStencil HelloDepthStencil.cpp)
target_link_libraries(CppHelloDepthStencil utils)
SetCXX14(CppHelloDepthStencil)
add_subdirectory(glTFViewer)

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@ -1,352 +1,352 @@
// Copyright 2017 The NXT 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 "Utils.h"
#include <vector>
#include <glm/glm/glm.hpp>
#include <glm/glm/gtc/matrix_transform.hpp>
#include <glm/glm/gtc/type_ptr.hpp>
nxt::Device device;
nxt::Buffer indexBuffer;
nxt::Buffer vertexBuffer;
nxt::Buffer planeBuffer;
nxt::Buffer cameraBuffer;
nxt::Buffer transformBuffer[2];
nxt::BindGroup cameraBindGroup;
nxt::BindGroup bindGroup[2];
nxt::BindGroup cubeTransformBindGroup[2];
nxt::Queue queue;
nxt::Pipeline pipeline;
nxt::Pipeline planePipeline;
nxt::Pipeline reflectionPipeline;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
void initBuffers() {
static const uint32_t indexData[6*6] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
indexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(indexData))
.GetResult();
indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
static const float vertexData[6 * 4 * 6] = {
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
};
vertexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(vertexData))
.GetResult();
vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(vertexData));
vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
static const float planeData[6 * 4] = {
-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
};
planeBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(planeData))
.GetResult();
planeBuffer.SetSubData(0, sizeof(planeData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(planeData));
planeBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
}
struct {
glm::mat4 view;
glm::mat4 proj;
} cameraData;
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform cameraData {
mat4 view;
mat4 proj;
} camera;
layout(set = 0, binding = 1) uniform modelData {
mat4 modelMatrix;
};
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 col;
layout(location = 2) out vec3 f_col;
void main() {
f_col = col;
gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
out vec4 fragColor;
void main() {
fragColor = vec4(f_col, 1.0);
})"
);
nxt::ShaderModule fsReflectionModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
out vec4 fragColor;
void main() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
.SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
.SetInput(1, 6 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
cameraBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(cameraData))
.GetResult();
glm::mat4 transform(1.0);
transformBuffer[0] = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(glm::mat4))
.GetResult();
transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform);
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
transformBuffer[1] = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(glm::mat4))
.GetResult();
transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform);
nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(cameraData))
.GetResult();
nxt::BufferView transformBufferView[2] = {
transformBuffer[0].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
transformBuffer[1].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
};
bindGroup[0] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[0])
.GetResult();
bindGroup[1] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[1])
.GetResult();
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
auto depthStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetStencilEnabled(false)
.GetResult();
pipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(depthStencilState)
.GetResult();
auto planeStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetDepthWrite(nxt::DepthWriteMode::Disabled)
.SetStencilEnabled(true)
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Always)
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
.SetStencilMask(nxt::Face::Both, 0xff, 0xff)
.GetResult();
planePipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(planeStencilState)
.GetResult();
auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetDepthWrite(nxt::DepthWriteMode::Enabled)
.SetStencilEnabled(true)
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Equal)
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
.SetStencilMask(nxt::Face::Both, 0xff, 0x00)
.GetResult();
reflectionPipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(reflectionStencilState)
.GetResult();
cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
}
struct {uint32_t a; float b;} s;
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.01;
if (s.b >= 1.0f) {s.b = 0.0f;}
static const uint32_t vertexBufferOffsets[1] = {0};
cameraData.view = glm::lookAt(
glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
cameraBuffer.TransitionUsage(nxt::BufferUsageBit::Mapped);
cameraBuffer.SetSubData(0, sizeof(cameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.SetPipeline(pipeline)
.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, bindGroup[0])
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
.DrawElements(36, 1, 0, 0)
.SetPipeline(planePipeline)
.SetStencilReference(0x1, 0x1)
.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
.DrawElements(6, 1, 0, 0)
.SetPipeline(reflectionPipeline)
.SetStencilReference(0x1, 0x1)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetBindGroup(0, bindGroup[1])
.DrawElements(36, 1, 0, 0)
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
DoSwapBuffers();
}
int main(int argc, const char* argv[]) {
if (!InitUtils(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
USleep(16000);
}
// TODO release stuff
}
// Copyright 2017 The NXT 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 "Utils.h"
#include <vector>
#include <glm/glm/glm.hpp>
#include <glm/glm/gtc/matrix_transform.hpp>
#include <glm/glm/gtc/type_ptr.hpp>
nxt::Device device;
nxt::Buffer indexBuffer;
nxt::Buffer vertexBuffer;
nxt::Buffer planeBuffer;
nxt::Buffer cameraBuffer;
nxt::Buffer transformBuffer[2];
nxt::BindGroup cameraBindGroup;
nxt::BindGroup bindGroup[2];
nxt::BindGroup cubeTransformBindGroup[2];
nxt::Queue queue;
nxt::Pipeline pipeline;
nxt::Pipeline planePipeline;
nxt::Pipeline reflectionPipeline;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
void initBuffers() {
static const uint32_t indexData[6*6] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
indexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(indexData))
.GetResult();
indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
static const float vertexData[6 * 4 * 6] = {
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
};
vertexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(vertexData))
.GetResult();
vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(vertexData));
vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
static const float planeData[6 * 4] = {
-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
};
planeBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(planeData))
.GetResult();
planeBuffer.SetSubData(0, sizeof(planeData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(planeData));
planeBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
}
struct {
glm::mat4 view;
glm::mat4 proj;
} cameraData;
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform cameraData {
mat4 view;
mat4 proj;
} camera;
layout(set = 0, binding = 1) uniform modelData {
mat4 modelMatrix;
};
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 col;
layout(location = 2) out vec3 f_col;
void main() {
f_col = col;
gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
out vec4 fragColor;
void main() {
fragColor = vec4(f_col, 1.0);
})"
);
nxt::ShaderModule fsReflectionModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
out vec4 fragColor;
void main() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
.SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
.SetInput(1, 6 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
cameraBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(cameraData))
.GetResult();
glm::mat4 transform(1.0);
transformBuffer[0] = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(glm::mat4))
.GetResult();
transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform);
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
transformBuffer[1] = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(glm::mat4))
.GetResult();
transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform);
nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(cameraData))
.GetResult();
nxt::BufferView transformBufferView[2] = {
transformBuffer[0].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
transformBuffer[1].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
};
bindGroup[0] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[0])
.GetResult();
bindGroup[1] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[1])
.GetResult();
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
auto depthStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetStencilEnabled(false)
.GetResult();
pipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(depthStencilState)
.GetResult();
auto planeStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetDepthWrite(nxt::DepthWriteMode::Disabled)
.SetStencilEnabled(true)
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Always)
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
.SetStencilMask(nxt::Face::Both, 0xff, 0xff)
.GetResult();
planePipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(planeStencilState)
.GetResult();
auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
.SetDepthEnabled(true)
.SetDepthWrite(nxt::DepthWriteMode::Enabled)
.SetStencilEnabled(true)
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Equal)
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
.SetStencilMask(nxt::Face::Both, 0xff, 0x00)
.GetResult();
reflectionPipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(reflectionStencilState)
.GetResult();
cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
}
struct {uint32_t a; float b;} s;
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.01;
if (s.b >= 1.0f) {s.b = 0.0f;}
static const uint32_t vertexBufferOffsets[1] = {0};
cameraData.view = glm::lookAt(
glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
cameraBuffer.TransitionUsage(nxt::BufferUsageBit::Mapped);
cameraBuffer.SetSubData(0, sizeof(cameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.SetPipeline(pipeline)
.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, bindGroup[0])
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
.DrawElements(36, 1, 0, 0)
.SetPipeline(planePipeline)
.SetStencilReference(0x1, 0x1)
.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
.DrawElements(6, 1, 0, 0)
.SetPipeline(reflectionPipeline)
.SetStencilReference(0x1, 0x1)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetBindGroup(0, bindGroup[1])
.DrawElements(36, 1, 0, 0)
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
DoSwapBuffers();
}
int main(int argc, const char* argv[]) {
if (!InitUtils(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
USleep(16000);
}
// TODO release stuff
}

1838
next.json

File diff suppressed because it is too large Load Diff

View File

@ -1,149 +1,149 @@
# Copyright 2017 The NXT 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.
set(COMMON_DIR ${CMAKE_CURRENT_SOURCE_DIR}/common)
set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
list(APPEND BACKEND_SOURCES
${COMMON_DIR}/BindGroup.cpp
${COMMON_DIR}/BindGroup.h
${COMMON_DIR}/BindGroupLayout.cpp
${COMMON_DIR}/BindGroupLayout.h
${COMMON_DIR}/BitSetIterator.h
${COMMON_DIR}/Builder.cpp
${COMMON_DIR}/Builder.h
${COMMON_DIR}/Buffer.cpp
${COMMON_DIR}/Buffer.h
${COMMON_DIR}/CommandAllocator.cpp
${COMMON_DIR}/CommandAllocator.h
${COMMON_DIR}/CommandBuffer.cpp
${COMMON_DIR}/CommandBuffer.h
${COMMON_DIR}/DepthStencilState.cpp
${COMMON_DIR}/DepthStencilState.h
${COMMON_DIR}/Device.cpp
${COMMON_DIR}/Device.h
${COMMON_DIR}/Forward.h
${COMMON_DIR}/Framebuffer.cpp
${COMMON_DIR}/Framebuffer.h
${COMMON_DIR}/InputState.cpp
${COMMON_DIR}/InputState.h
${COMMON_DIR}/Math.cpp
${COMMON_DIR}/Math.h
${COMMON_DIR}/PerStage.cpp
${COMMON_DIR}/PerStage.h
${COMMON_DIR}/Pipeline.cpp
${COMMON_DIR}/Pipeline.h
${COMMON_DIR}/PipelineLayout.cpp
${COMMON_DIR}/PipelineLayout.h
${COMMON_DIR}/Queue.cpp
${COMMON_DIR}/Queue.h
${COMMON_DIR}/RenderPass.cpp
${COMMON_DIR}/RenderPass.h
${COMMON_DIR}/RefCounted.cpp
${COMMON_DIR}/RefCounted.h
${COMMON_DIR}/Sampler.cpp
${COMMON_DIR}/Sampler.h
${COMMON_DIR}/ShaderModule.cpp
${COMMON_DIR}/ShaderModule.h
${COMMON_DIR}/Texture.cpp
${COMMON_DIR}/Texture.h
${COMMON_DIR}/ToBackend.h
)
# OpenGL Backend
Generate(
LIB_NAME opengl_autogen
LIB_TYPE STATIC
PRINT_NAME "OpenGL backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T opengl
)
target_link_libraries(opengl_autogen glfw glad nxtcpp)
target_include_directories(opengl_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(opengl_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(opengl_autogen)
SetPIC(opengl_autogen)
list(APPEND BACKEND_SOURCES
${OPENGL_DIR}/CommandBufferGL.cpp
${OPENGL_DIR}/CommandBufferGL.h
${OPENGL_DIR}/OpenGLBackend.cpp
${OPENGL_DIR}/OpenGLBackend.h
${OPENGL_DIR}/PipelineGL.cpp
${OPENGL_DIR}/PipelineGL.h
${OPENGL_DIR}/PipelineLayoutGL.cpp
${OPENGL_DIR}/PipelineLayoutGL.h
${OPENGL_DIR}/SamplerGL.cpp
${OPENGL_DIR}/SamplerGL.h
${OPENGL_DIR}/ShaderModuleGL.cpp
${OPENGL_DIR}/ShaderModuleGL.h
${OPENGL_DIR}/TextureGL.cpp
${OPENGL_DIR}/TextureGL.h
)
# Null backend
Generate(
LIB_NAME null_autogen
LIB_TYPE STATIC
PRINT_NAME "Null backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T null
)
target_link_libraries(null_autogen nxtcpp)
target_include_directories(null_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(null_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(null_autogen)
SetPIC(null_autogen)
list(APPEND BACKEND_SOURCES
${NULL_DIR}/NullBackend.cpp
${NULL_DIR}/NullBackend.h
)
# Metal Backend
if (APPLE)
Generate(
LIB_NAME metal_autogen
LIB_TYPE STATIC
PRINT_NAME "Metal backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T metal
)
target_link_libraries(metal_autogen glfw glad nxtcpp "-framework QuartzCore" "-framework Metal")
target_include_directories(metal_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(metal_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(metal_autogen)
SetPIC(metal_autogen)
list(APPEND BACKEND_SOURCES
${METAL_DIR}/MetalBackend.mm
${METAL_DIR}/MetalBackend.h
)
endif()
add_library(nxt_backend STATIC ${BACKEND_SOURCES})
target_link_libraries(nxt_backend opengl_autogen null_autogen glfw glad spirv-cross)
if (APPLE)
target_link_libraries(nxt_backend metal_autogen)
endif()
target_include_directories(nxt_backend PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
SetCXX14(nxt_backend)
# Copyright 2017 The NXT 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.
set(COMMON_DIR ${CMAKE_CURRENT_SOURCE_DIR}/common)
set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
list(APPEND BACKEND_SOURCES
${COMMON_DIR}/BindGroup.cpp
${COMMON_DIR}/BindGroup.h
${COMMON_DIR}/BindGroupLayout.cpp
${COMMON_DIR}/BindGroupLayout.h
${COMMON_DIR}/BitSetIterator.h
${COMMON_DIR}/Builder.cpp
${COMMON_DIR}/Builder.h
${COMMON_DIR}/Buffer.cpp
${COMMON_DIR}/Buffer.h
${COMMON_DIR}/CommandAllocator.cpp
${COMMON_DIR}/CommandAllocator.h
${COMMON_DIR}/CommandBuffer.cpp
${COMMON_DIR}/CommandBuffer.h
${COMMON_DIR}/DepthStencilState.cpp
${COMMON_DIR}/DepthStencilState.h
${COMMON_DIR}/Device.cpp
${COMMON_DIR}/Device.h
${COMMON_DIR}/Forward.h
${COMMON_DIR}/Framebuffer.cpp
${COMMON_DIR}/Framebuffer.h
${COMMON_DIR}/InputState.cpp
${COMMON_DIR}/InputState.h
${COMMON_DIR}/Math.cpp
${COMMON_DIR}/Math.h
${COMMON_DIR}/PerStage.cpp
${COMMON_DIR}/PerStage.h
${COMMON_DIR}/Pipeline.cpp
${COMMON_DIR}/Pipeline.h
${COMMON_DIR}/PipelineLayout.cpp
${COMMON_DIR}/PipelineLayout.h
${COMMON_DIR}/Queue.cpp
${COMMON_DIR}/Queue.h
${COMMON_DIR}/RenderPass.cpp
${COMMON_DIR}/RenderPass.h
${COMMON_DIR}/RefCounted.cpp
${COMMON_DIR}/RefCounted.h
${COMMON_DIR}/Sampler.cpp
${COMMON_DIR}/Sampler.h
${COMMON_DIR}/ShaderModule.cpp
${COMMON_DIR}/ShaderModule.h
${COMMON_DIR}/Texture.cpp
${COMMON_DIR}/Texture.h
${COMMON_DIR}/ToBackend.h
)
# OpenGL Backend
Generate(
LIB_NAME opengl_autogen
LIB_TYPE STATIC
PRINT_NAME "OpenGL backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T opengl
)
target_link_libraries(opengl_autogen glfw glad nxtcpp)
target_include_directories(opengl_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(opengl_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(opengl_autogen)
SetPIC(opengl_autogen)
list(APPEND BACKEND_SOURCES
${OPENGL_DIR}/CommandBufferGL.cpp
${OPENGL_DIR}/CommandBufferGL.h
${OPENGL_DIR}/OpenGLBackend.cpp
${OPENGL_DIR}/OpenGLBackend.h
${OPENGL_DIR}/PipelineGL.cpp
${OPENGL_DIR}/PipelineGL.h
${OPENGL_DIR}/PipelineLayoutGL.cpp
${OPENGL_DIR}/PipelineLayoutGL.h
${OPENGL_DIR}/SamplerGL.cpp
${OPENGL_DIR}/SamplerGL.h
${OPENGL_DIR}/ShaderModuleGL.cpp
${OPENGL_DIR}/ShaderModuleGL.h
${OPENGL_DIR}/TextureGL.cpp
${OPENGL_DIR}/TextureGL.h
)
# Null backend
Generate(
LIB_NAME null_autogen
LIB_TYPE STATIC
PRINT_NAME "Null backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T null
)
target_link_libraries(null_autogen nxtcpp)
target_include_directories(null_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(null_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(null_autogen)
SetPIC(null_autogen)
list(APPEND BACKEND_SOURCES
${NULL_DIR}/NullBackend.cpp
${NULL_DIR}/NullBackend.h
)
# Metal Backend
if (APPLE)
Generate(
LIB_NAME metal_autogen
LIB_TYPE STATIC
PRINT_NAME "Metal backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T metal
)
target_link_libraries(metal_autogen glfw glad nxtcpp "-framework QuartzCore" "-framework Metal")
target_include_directories(metal_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(metal_autogen PUBLIC ${GENERATED_DIR})
SetCXX14(metal_autogen)
SetPIC(metal_autogen)
list(APPEND BACKEND_SOURCES
${METAL_DIR}/MetalBackend.mm
${METAL_DIR}/MetalBackend.h
)
endif()
add_library(nxt_backend STATIC ${BACKEND_SOURCES})
target_link_libraries(nxt_backend opengl_autogen null_autogen glfw glad spirv-cross)
if (APPLE)
target_link_libraries(nxt_backend metal_autogen)
endif()
target_include_directories(nxt_backend PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
SetCXX14(nxt_backend)

View File

@ -110,12 +110,12 @@ namespace backend {
cmd->~SetPushConstantsCmd();
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands->NextCommand<SetStencilReferenceCmd>();
cmd->~SetStencilReferenceCmd();
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands->NextCommand<SetStencilReferenceCmd>();
cmd->~SetStencilReferenceCmd();
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
@ -569,11 +569,11 @@ namespace backend {
}
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = iterator.NextCommand<SetStencilReferenceCmd>();
}
{
SetStencilReferenceCmd* cmd = iterator.NextCommand<SetStencilReferenceCmd>();
}
break;
case Command::SetBindGroup:

View File

@ -1,118 +1,118 @@
// Copyright 2017 The NXT 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 "DepthStencilState.h"
#include "Device.h"
namespace backend {
// DepthStencilStateBase
DepthStencilStateBase::DepthStencilStateBase(DepthStencilStateBuilder* builder)
: depthEnabled(builder->depthEnabled), stencilEnabled(builder->stencilEnabled),
depthInfo(builder->depthInfo),
stencilInfos { builder->stencilInfos[0], builder->stencilInfos[1] } {
}
bool DepthStencilStateBase::DepthIsEnabled() const {
return depthEnabled;
}
bool DepthStencilStateBase::StencilIsEnabled() const {
return stencilEnabled;
}
const DepthStencilStateBase::DepthInfo& DepthStencilStateBase::GetDepth() const {
return depthInfo;
}
const DepthStencilStateBase::StencilInfo& DepthStencilStateBase::GetStencil(nxt::Face face) const {
switch (face) {
case nxt::Face::Back:
return stencilInfos[0];
case nxt::Face::Front:
return stencilInfos[1];
default:
ASSERT(false);
}
}
// DepthStencilStateBuilder
DepthStencilStateBuilder::DepthStencilStateBuilder(DeviceBase* device) : Builder(device) {
}
DepthStencilStateBase* DepthStencilStateBuilder::GetResultImpl() {
return device->CreateDepthStencilState(this);
}
void DepthStencilStateBuilder::SetDepthEnabled(bool depthEnabled) {
this->depthEnabled = depthEnabled;
}
void DepthStencilStateBuilder::SetDepthCompareFunction(nxt::CompareFunction depthCompareFunction) {
depthInfo.compareFunction = depthCompareFunction;
}
void DepthStencilStateBuilder::SetDepthWrite(nxt::DepthWriteMode depthWriteMode) {
depthInfo.depthWriteMode = depthWriteMode;
}
void DepthStencilStateBuilder::SetStencilEnabled(bool stencilEnabled) {
this->stencilEnabled = stencilEnabled;
}
void DepthStencilStateBuilder::SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.stencilFail = stencilFail;
stencilInfo.depthFail = stencilFail;
stencilInfo.stencilPass = stencilPass;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.stencilFail = stencilFail;
stencilInfo.depthFail = stencilFail;
stencilInfo.stencilPass = stencilPass;
}
}
void DepthStencilStateBuilder::SetStencilCompareFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.compareFunction = stencilCompareFunction;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.compareFunction = stencilCompareFunction;
}
}
void DepthStencilStateBuilder::SetStencilMask(nxt::Face face, uint32_t readMask, uint32_t writeMask) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.readMask = readMask;
stencilInfo.writeMask = writeMask;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.readMask = readMask;
stencilInfo.writeMask = writeMask;
}
}
}
// Copyright 2017 The NXT 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 "DepthStencilState.h"
#include "Device.h"
namespace backend {
// DepthStencilStateBase
DepthStencilStateBase::DepthStencilStateBase(DepthStencilStateBuilder* builder)
: depthEnabled(builder->depthEnabled), stencilEnabled(builder->stencilEnabled),
depthInfo(builder->depthInfo),
stencilInfos { builder->stencilInfos[0], builder->stencilInfos[1] } {
}
bool DepthStencilStateBase::DepthIsEnabled() const {
return depthEnabled;
}
bool DepthStencilStateBase::StencilIsEnabled() const {
return stencilEnabled;
}
const DepthStencilStateBase::DepthInfo& DepthStencilStateBase::GetDepth() const {
return depthInfo;
}
const DepthStencilStateBase::StencilInfo& DepthStencilStateBase::GetStencil(nxt::Face face) const {
switch (face) {
case nxt::Face::Back:
return stencilInfos[0];
case nxt::Face::Front:
return stencilInfos[1];
default:
ASSERT(false);
}
}
// DepthStencilStateBuilder
DepthStencilStateBuilder::DepthStencilStateBuilder(DeviceBase* device) : Builder(device) {
}
DepthStencilStateBase* DepthStencilStateBuilder::GetResultImpl() {
return device->CreateDepthStencilState(this);
}
void DepthStencilStateBuilder::SetDepthEnabled(bool depthEnabled) {
this->depthEnabled = depthEnabled;
}
void DepthStencilStateBuilder::SetDepthCompareFunction(nxt::CompareFunction depthCompareFunction) {
depthInfo.compareFunction = depthCompareFunction;
}
void DepthStencilStateBuilder::SetDepthWrite(nxt::DepthWriteMode depthWriteMode) {
depthInfo.depthWriteMode = depthWriteMode;
}
void DepthStencilStateBuilder::SetStencilEnabled(bool stencilEnabled) {
this->stencilEnabled = stencilEnabled;
}
void DepthStencilStateBuilder::SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.stencilFail = stencilFail;
stencilInfo.depthFail = stencilFail;
stencilInfo.stencilPass = stencilPass;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.stencilFail = stencilFail;
stencilInfo.depthFail = stencilFail;
stencilInfo.stencilPass = stencilPass;
}
}
void DepthStencilStateBuilder::SetStencilCompareFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.compareFunction = stencilCompareFunction;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.compareFunction = stencilCompareFunction;
}
}
void DepthStencilStateBuilder::SetStencilMask(nxt::Face face, uint32_t readMask, uint32_t writeMask) {
if (face & nxt::Face::Back) {
auto& stencilInfo = stencilInfos[0];
stencilInfo.readMask = readMask;
stencilInfo.writeMask = writeMask;
}
if (face & nxt::Face::Front) {
auto& stencilInfo = stencilInfos[1];
stencilInfo.readMask = readMask;
stencilInfo.writeMask = writeMask;
}
}
}

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@ -1,84 +1,84 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_DEPTHSTENCILSTATE_H_
#define BACKEND_COMMON_DEPTHSTENCILSTATE_H_
#include "Forward.h"
#include "Builder.h"
#include "RefCounted.h"
#include "nxt/nxtcpp.h"
namespace backend {
class DepthStencilStateBase : public RefCounted {
public:
DepthStencilStateBase(DepthStencilStateBuilder* builder);
struct DepthInfo {
nxt::CompareFunction compareFunction = nxt::CompareFunction::Less;
nxt::DepthWriteMode depthWriteMode = nxt::DepthWriteMode::Enabled;
};
struct StencilInfo {
nxt::CompareFunction compareFunction = nxt::CompareFunction::Always;
nxt::StencilOperation stencilFail = nxt::StencilOperation::Keep;
nxt::StencilOperation depthFail = nxt::StencilOperation::Keep;
nxt::StencilOperation stencilPass = nxt::StencilOperation::Keep;
uint32_t readMask = 0xff;
uint32_t writeMask = 0xff;
};
bool DepthIsEnabled() const;
bool StencilIsEnabled() const;
const DepthInfo& GetDepth() const;
const StencilInfo& GetStencil(nxt::Face face) const;
private:
bool depthEnabled = false;
bool stencilEnabled = false;
DepthInfo depthInfo;
StencilInfo stencilInfos[2];
};
class DepthStencilStateBuilder : public Builder<DepthStencilStateBase> {
public:
DepthStencilStateBuilder(DeviceBase* device);
// NXT API
void SetDepthEnabled(bool depthEnabled);
void SetDepthCompareFunction(nxt::CompareFunction depthCompareFunction);
void SetDepthWrite(nxt::DepthWriteMode depthWriteMode);
void SetStencilEnabled(bool stencilEnabled);
void SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass);
void SetStencilCompareFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction);
void SetStencilMask(nxt::Face face, uint32_t readMask, uint32_t writeMask);
private:
friend class DepthStencilStateBase;
DepthStencilStateBase* GetResultImpl() override;
bool depthEnabled;
bool stencilEnabled;
DepthStencilStateBase::DepthInfo depthInfo;
DepthStencilStateBase::StencilInfo stencilInfos[2];
};
}
#endif // BACKEND_COMMON_DEPTHSTENCILSTATE_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_DEPTHSTENCILSTATE_H_
#define BACKEND_COMMON_DEPTHSTENCILSTATE_H_
#include "Forward.h"
#include "Builder.h"
#include "RefCounted.h"
#include "nxt/nxtcpp.h"
namespace backend {
class DepthStencilStateBase : public RefCounted {
public:
DepthStencilStateBase(DepthStencilStateBuilder* builder);
struct DepthInfo {
nxt::CompareFunction compareFunction = nxt::CompareFunction::Less;
nxt::DepthWriteMode depthWriteMode = nxt::DepthWriteMode::Enabled;
};
struct StencilInfo {
nxt::CompareFunction compareFunction = nxt::CompareFunction::Always;
nxt::StencilOperation stencilFail = nxt::StencilOperation::Keep;
nxt::StencilOperation depthFail = nxt::StencilOperation::Keep;
nxt::StencilOperation stencilPass = nxt::StencilOperation::Keep;
uint32_t readMask = 0xff;
uint32_t writeMask = 0xff;
};
bool DepthIsEnabled() const;
bool StencilIsEnabled() const;
const DepthInfo& GetDepth() const;
const StencilInfo& GetStencil(nxt::Face face) const;
private:
bool depthEnabled = false;
bool stencilEnabled = false;
DepthInfo depthInfo;
StencilInfo stencilInfos[2];
};
class DepthStencilStateBuilder : public Builder<DepthStencilStateBase> {
public:
DepthStencilStateBuilder(DeviceBase* device);
// NXT API
void SetDepthEnabled(bool depthEnabled);
void SetDepthCompareFunction(nxt::CompareFunction depthCompareFunction);
void SetDepthWrite(nxt::DepthWriteMode depthWriteMode);
void SetStencilEnabled(bool stencilEnabled);
void SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass);
void SetStencilCompareFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction);
void SetStencilMask(nxt::Face face, uint32_t readMask, uint32_t writeMask);
private:
friend class DepthStencilStateBase;
DepthStencilStateBase* GetResultImpl() override;
bool depthEnabled;
bool stencilEnabled;
DepthStencilStateBase::DepthInfo depthInfo;
DepthStencilStateBase::StencilInfo stencilInfos[2];
};
}
#endif // BACKEND_COMMON_DEPTHSTENCILSTATE_H_

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@ -1,137 +1,137 @@
// Copyright 2017 The NXT 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 "Device.h"
#include "BindGroup.h"
#include "BindGroupLayout.h"
#include "Buffer.h"
#include "CommandBuffer.h"
#include "DepthStencilState.h"
#include "Framebuffer.h"
#include "InputState.h"
#include "Pipeline.h"
#include "PipelineLayout.h"
#include "Queue.h"
#include "RenderPass.h"
#include "Sampler.h"
#include "ShaderModule.h"
#include "Texture.h"
#include <unordered_set>
namespace backend {
// DeviceBase::Caches
// The caches are unordered_sets of pointers with special hash and compare functions
// to compare the value of the objects, instead of the pointers.
using BindGroupLayoutCache = std::unordered_set<BindGroupLayoutBase*, BindGroupLayoutCacheFuncs, BindGroupLayoutCacheFuncs>;
struct DeviceBase::Caches {
BindGroupLayoutCache bindGroupLayouts;
};
// DeviceBase
DeviceBase::DeviceBase() {
caches = new DeviceBase::Caches();
}
DeviceBase::~DeviceBase() {
delete caches;
}
void DeviceBase::HandleError(const char* message) {
if (errorCallback) {
errorCallback(message, errorUserdata);
}
}
void DeviceBase::SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata) {
this->errorCallback = callback;
this->errorUserdata = userdata;
}
DeviceBase* DeviceBase::GetDevice() {
return this;
}
BindGroupLayoutBase* DeviceBase::GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder) {
// The blueprint is only used to search in the cache and is not modified. However cached
// objects can be modified, and unordered_set cannot search for a const pointer in a non
// const pointer set. That's why we do a const_cast here, but the blueprint won't be
// modified.
auto iter = caches->bindGroupLayouts.find(const_cast<BindGroupLayoutBase*>(blueprint));
if (iter != caches->bindGroupLayouts.end()) {
return *iter;
}
BindGroupLayoutBase* backendObj = CreateBindGroupLayout(builder);
caches->bindGroupLayouts.insert(backendObj);
return backendObj;
}
void DeviceBase::UncacheBindGroupLayout(BindGroupLayoutBase* obj) {
caches->bindGroupLayouts.erase(obj);
}
BindGroupBuilder* DeviceBase::CreateBindGroupBuilder() {
return new BindGroupBuilder(this);
}
BindGroupLayoutBuilder* DeviceBase::CreateBindGroupLayoutBuilder() {
return new BindGroupLayoutBuilder(this);
}
BufferBuilder* DeviceBase::CreateBufferBuilder() {
return new BufferBuilder(this);
}
CommandBufferBuilder* DeviceBase::CreateCommandBufferBuilder() {
return new CommandBufferBuilder(this);
}
DepthStencilStateBuilder* DeviceBase::CreateDepthStencilStateBuilder() {
return new DepthStencilStateBuilder(this);
}
FramebufferBuilder* DeviceBase::CreateFramebufferBuilder() {
return new FramebufferBuilder(this);
}
InputStateBuilder* DeviceBase::CreateInputStateBuilder() {
return new InputStateBuilder(this);
}
PipelineBuilder* DeviceBase::CreatePipelineBuilder() {
return new PipelineBuilder(this);
}
PipelineLayoutBuilder* DeviceBase::CreatePipelineLayoutBuilder() {
return new PipelineLayoutBuilder(this);
}
QueueBuilder* DeviceBase::CreateQueueBuilder() {
return new QueueBuilder(this);
}
RenderPassBuilder* DeviceBase::CreateRenderPassBuilder() {
return new RenderPassBuilder(this);
}
SamplerBuilder* DeviceBase::CreateSamplerBuilder() {
return new SamplerBuilder(this);
}
ShaderModuleBuilder* DeviceBase::CreateShaderModuleBuilder() {
return new ShaderModuleBuilder(this);
}
TextureBuilder* DeviceBase::CreateTextureBuilder() {
return new TextureBuilder(this);
}
void DeviceBase::CopyBindGroups(uint32_t start, uint32_t count, BindGroupBase* source, BindGroupBase* target) {
// TODO(cwallez@chromium.org): update state tracking then call the backend
}
}
// Copyright 2017 The NXT 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 "Device.h"
#include "BindGroup.h"
#include "BindGroupLayout.h"
#include "Buffer.h"
#include "CommandBuffer.h"
#include "DepthStencilState.h"
#include "Framebuffer.h"
#include "InputState.h"
#include "Pipeline.h"
#include "PipelineLayout.h"
#include "Queue.h"
#include "RenderPass.h"
#include "Sampler.h"
#include "ShaderModule.h"
#include "Texture.h"
#include <unordered_set>
namespace backend {
// DeviceBase::Caches
// The caches are unordered_sets of pointers with special hash and compare functions
// to compare the value of the objects, instead of the pointers.
using BindGroupLayoutCache = std::unordered_set<BindGroupLayoutBase*, BindGroupLayoutCacheFuncs, BindGroupLayoutCacheFuncs>;
struct DeviceBase::Caches {
BindGroupLayoutCache bindGroupLayouts;
};
// DeviceBase
DeviceBase::DeviceBase() {
caches = new DeviceBase::Caches();
}
DeviceBase::~DeviceBase() {
delete caches;
}
void DeviceBase::HandleError(const char* message) {
if (errorCallback) {
errorCallback(message, errorUserdata);
}
}
void DeviceBase::SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata) {
this->errorCallback = callback;
this->errorUserdata = userdata;
}
DeviceBase* DeviceBase::GetDevice() {
return this;
}
BindGroupLayoutBase* DeviceBase::GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder) {
// The blueprint is only used to search in the cache and is not modified. However cached
// objects can be modified, and unordered_set cannot search for a const pointer in a non
// const pointer set. That's why we do a const_cast here, but the blueprint won't be
// modified.
auto iter = caches->bindGroupLayouts.find(const_cast<BindGroupLayoutBase*>(blueprint));
if (iter != caches->bindGroupLayouts.end()) {
return *iter;
}
BindGroupLayoutBase* backendObj = CreateBindGroupLayout(builder);
caches->bindGroupLayouts.insert(backendObj);
return backendObj;
}
void DeviceBase::UncacheBindGroupLayout(BindGroupLayoutBase* obj) {
caches->bindGroupLayouts.erase(obj);
}
BindGroupBuilder* DeviceBase::CreateBindGroupBuilder() {
return new BindGroupBuilder(this);
}
BindGroupLayoutBuilder* DeviceBase::CreateBindGroupLayoutBuilder() {
return new BindGroupLayoutBuilder(this);
}
BufferBuilder* DeviceBase::CreateBufferBuilder() {
return new BufferBuilder(this);
}
CommandBufferBuilder* DeviceBase::CreateCommandBufferBuilder() {
return new CommandBufferBuilder(this);
}
DepthStencilStateBuilder* DeviceBase::CreateDepthStencilStateBuilder() {
return new DepthStencilStateBuilder(this);
}
FramebufferBuilder* DeviceBase::CreateFramebufferBuilder() {
return new FramebufferBuilder(this);
}
InputStateBuilder* DeviceBase::CreateInputStateBuilder() {
return new InputStateBuilder(this);
}
PipelineBuilder* DeviceBase::CreatePipelineBuilder() {
return new PipelineBuilder(this);
}
PipelineLayoutBuilder* DeviceBase::CreatePipelineLayoutBuilder() {
return new PipelineLayoutBuilder(this);
}
QueueBuilder* DeviceBase::CreateQueueBuilder() {
return new QueueBuilder(this);
}
RenderPassBuilder* DeviceBase::CreateRenderPassBuilder() {
return new RenderPassBuilder(this);
}
SamplerBuilder* DeviceBase::CreateSamplerBuilder() {
return new SamplerBuilder(this);
}
ShaderModuleBuilder* DeviceBase::CreateShaderModuleBuilder() {
return new ShaderModuleBuilder(this);
}
TextureBuilder* DeviceBase::CreateTextureBuilder() {
return new TextureBuilder(this);
}
void DeviceBase::CopyBindGroups(uint32_t start, uint32_t count, BindGroupBase* source, BindGroupBase* target) {
// TODO(cwallez@chromium.org): update state tracking then call the backend
}
}

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@ -1,103 +1,103 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_DEVICEBASE_H_
#define BACKEND_COMMON_DEVICEBASE_H_
#include "common/Forward.h"
#include "common/RefCounted.h"
#include "nxt/nxtcpp.h"
namespace backend {
using ErrorCallback = void (*)(const char* errorMessage, void* userData);
class DeviceBase {
public:
DeviceBase();
~DeviceBase();
void HandleError(const char* message);
void SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata);
// Used by autogenerated code, returns itself
DeviceBase* GetDevice();
virtual BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) = 0;
virtual BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) = 0;
virtual BufferBase* CreateBuffer(BufferBuilder* builder) = 0;
virtual BufferViewBase* CreateBufferView(BufferViewBuilder* builder) = 0;
virtual CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) = 0;
virtual DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) = 0;
virtual FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) = 0;
virtual InputStateBase* CreateInputState(InputStateBuilder* builder) = 0;
virtual PipelineBase* CreatePipeline(PipelineBuilder* builder) = 0;
virtual PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) = 0;
virtual QueueBase* CreateQueue(QueueBuilder* builder) = 0;
virtual RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) = 0;
virtual SamplerBase* CreateSampler(SamplerBuilder* builder) = 0;
virtual ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) = 0;
virtual TextureBase* CreateTexture(TextureBuilder* builder) = 0;
virtual TextureViewBase* CreateTextureView(TextureViewBuilder* builder) = 0;
// Many NXT objects are completely immutable once created which means that if two
// builders are given the same arguments, they can return the same object. Reusing
// objects will help make comparisons between objects by a single pointer comparison.
//
// Technically no object is immutable as they have a reference count, and an
// application with reference-counting issues could "see" that objects are reused.
// This is solved by automatic-reference counting, and also the fact that when using
// the client-server wire every creation will get a different proxy object, with a
// different reference count.
//
// When trying to create an object, we give both the builder and an example of what
// the built object will be, the "blueprint". The blueprint is just a FooBase object
// instead of a backend Foo object. If the blueprint doesn't match an object in the
// cache, then the builder is used to make a new object.
BindGroupLayoutBase* GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder);
void UncacheBindGroupLayout(BindGroupLayoutBase* obj);
// NXT API
BindGroupBuilder* CreateBindGroupBuilder();
BindGroupLayoutBuilder* CreateBindGroupLayoutBuilder();
BufferBuilder* CreateBufferBuilder();
BufferViewBuilder* CreateBufferViewBuilder();
CommandBufferBuilder* CreateCommandBufferBuilder();
DepthStencilStateBuilder* CreateDepthStencilStateBuilder();
FramebufferBuilder* CreateFramebufferBuilder();
InputStateBuilder* CreateInputStateBuilder();
PipelineBuilder* CreatePipelineBuilder();
PipelineLayoutBuilder* CreatePipelineLayoutBuilder();
QueueBuilder* CreateQueueBuilder();
RenderPassBuilder* CreateRenderPassBuilder();
SamplerBuilder* CreateSamplerBuilder();
ShaderModuleBuilder* CreateShaderModuleBuilder();
TextureBuilder* CreateTextureBuilder();
void CopyBindGroups(uint32_t start, uint32_t count, BindGroupBase* source, BindGroupBase* target);
private:
// The object caches aren't exposed in the header as they would require a lot of
// additional includes.
struct Caches;
Caches* caches = nullptr;
nxt::DeviceErrorCallback errorCallback = nullptr;
nxt::CallbackUserdata errorUserdata = 0;
};
}
#endif // BACKEND_COMMON_DEVICEBASE_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_DEVICEBASE_H_
#define BACKEND_COMMON_DEVICEBASE_H_
#include "common/Forward.h"
#include "common/RefCounted.h"
#include "nxt/nxtcpp.h"
namespace backend {
using ErrorCallback = void (*)(const char* errorMessage, void* userData);
class DeviceBase {
public:
DeviceBase();
~DeviceBase();
void HandleError(const char* message);
void SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata);
// Used by autogenerated code, returns itself
DeviceBase* GetDevice();
virtual BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) = 0;
virtual BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) = 0;
virtual BufferBase* CreateBuffer(BufferBuilder* builder) = 0;
virtual BufferViewBase* CreateBufferView(BufferViewBuilder* builder) = 0;
virtual CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) = 0;
virtual DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) = 0;
virtual FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) = 0;
virtual InputStateBase* CreateInputState(InputStateBuilder* builder) = 0;
virtual PipelineBase* CreatePipeline(PipelineBuilder* builder) = 0;
virtual PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) = 0;
virtual QueueBase* CreateQueue(QueueBuilder* builder) = 0;
virtual RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) = 0;
virtual SamplerBase* CreateSampler(SamplerBuilder* builder) = 0;
virtual ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) = 0;
virtual TextureBase* CreateTexture(TextureBuilder* builder) = 0;
virtual TextureViewBase* CreateTextureView(TextureViewBuilder* builder) = 0;
// Many NXT objects are completely immutable once created which means that if two
// builders are given the same arguments, they can return the same object. Reusing
// objects will help make comparisons between objects by a single pointer comparison.
//
// Technically no object is immutable as they have a reference count, and an
// application with reference-counting issues could "see" that objects are reused.
// This is solved by automatic-reference counting, and also the fact that when using
// the client-server wire every creation will get a different proxy object, with a
// different reference count.
//
// When trying to create an object, we give both the builder and an example of what
// the built object will be, the "blueprint". The blueprint is just a FooBase object
// instead of a backend Foo object. If the blueprint doesn't match an object in the
// cache, then the builder is used to make a new object.
BindGroupLayoutBase* GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder);
void UncacheBindGroupLayout(BindGroupLayoutBase* obj);
// NXT API
BindGroupBuilder* CreateBindGroupBuilder();
BindGroupLayoutBuilder* CreateBindGroupLayoutBuilder();
BufferBuilder* CreateBufferBuilder();
BufferViewBuilder* CreateBufferViewBuilder();
CommandBufferBuilder* CreateCommandBufferBuilder();
DepthStencilStateBuilder* CreateDepthStencilStateBuilder();
FramebufferBuilder* CreateFramebufferBuilder();
InputStateBuilder* CreateInputStateBuilder();
PipelineBuilder* CreatePipelineBuilder();
PipelineLayoutBuilder* CreatePipelineLayoutBuilder();
QueueBuilder* CreateQueueBuilder();
RenderPassBuilder* CreateRenderPassBuilder();
SamplerBuilder* CreateSamplerBuilder();
ShaderModuleBuilder* CreateShaderModuleBuilder();
TextureBuilder* CreateTextureBuilder();
void CopyBindGroups(uint32_t start, uint32_t count, BindGroupBase* source, BindGroupBase* target);
private:
// The object caches aren't exposed in the header as they would require a lot of
// additional includes.
struct Caches;
Caches* caches = nullptr;
nxt::DeviceErrorCallback errorCallback = nullptr;
nxt::CallbackUserdata errorUserdata = 0;
};
}
#endif // BACKEND_COMMON_DEVICEBASE_H_

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// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_FORWARD_H_
#define BACKEND_COMMON_FORWARD_H_
#include <cassert>
#include <cstdint>
#define ASSERT assert
namespace backend {
class BindGroupBase;
class BindGroupBuilder;
class BindGroupLayoutBase;
class BindGroupLayoutBuilder;
class BufferBase;
class BufferBuilder;
class BufferViewBase;
class BufferViewBuilder;
class CommandBufferBase;
class CommandBufferBuilder;
class DepthStencilStateBase;
class DepthStencilStateBuilder;
class FramebufferBase;
class FramebufferBuilder;
class InputStateBase;
class InputStateBuilder;
class PipelineBase;
class PipelineBuilder;
class PipelineLayoutBase;
class PipelineLayoutBuilder;
class QueueBase;
class QueueBuilder;
class RenderPassBase;
class RenderPassBuilder;
class SamplerBase;
class SamplerBuilder;
class ShaderModuleBase;
class ShaderModuleBuilder;
class TextureBase;
class TextureBuilder;
class TextureViewBase;
class TextureViewBuilder;
class DeviceBase;
template<typename T>
class Ref;
template<typename T>
class PerStage;
// TODO(cwallez@chromium.org): where should constants live?
static constexpr uint32_t kMaxPushConstants = 32u;
static constexpr uint32_t kMaxBindGroups = 4u;
static constexpr uint32_t kMaxBindingsPerGroup = 16u; // TODO(cwallez@chromium.org): investigate bindgroup limits
static constexpr uint32_t kMaxVertexAttributes = 16u;
static constexpr uint32_t kMaxVertexInputs = 16u;
static constexpr uint32_t kNumStages = 3;
static constexpr uint32_t kMaxColorAttachments = 4u;
enum PushConstantType : uint8_t;
}
#endif // BACKEND_COMMON_FORWARD_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_FORWARD_H_
#define BACKEND_COMMON_FORWARD_H_
#include <cassert>
#include <cstdint>
#define ASSERT assert
namespace backend {
class BindGroupBase;
class BindGroupBuilder;
class BindGroupLayoutBase;
class BindGroupLayoutBuilder;
class BufferBase;
class BufferBuilder;
class BufferViewBase;
class BufferViewBuilder;
class CommandBufferBase;
class CommandBufferBuilder;
class DepthStencilStateBase;
class DepthStencilStateBuilder;
class FramebufferBase;
class FramebufferBuilder;
class InputStateBase;
class InputStateBuilder;
class PipelineBase;
class PipelineBuilder;
class PipelineLayoutBase;
class PipelineLayoutBuilder;
class QueueBase;
class QueueBuilder;
class RenderPassBase;
class RenderPassBuilder;
class SamplerBase;
class SamplerBuilder;
class ShaderModuleBase;
class ShaderModuleBuilder;
class TextureBase;
class TextureBuilder;
class TextureViewBase;
class TextureViewBuilder;
class DeviceBase;
template<typename T>
class Ref;
template<typename T>
class PerStage;
// TODO(cwallez@chromium.org): where should constants live?
static constexpr uint32_t kMaxPushConstants = 32u;
static constexpr uint32_t kMaxBindGroups = 4u;
static constexpr uint32_t kMaxBindingsPerGroup = 16u; // TODO(cwallez@chromium.org): investigate bindgroup limits
static constexpr uint32_t kMaxVertexAttributes = 16u;
static constexpr uint32_t kMaxVertexInputs = 16u;
static constexpr uint32_t kNumStages = 3;
static constexpr uint32_t kMaxColorAttachments = 4u;
enum PushConstantType : uint8_t;
}
#endif // BACKEND_COMMON_FORWARD_H_

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// Copyright 2017 The NXT 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 "Pipeline.h"
#include "Device.h"
#include "DepthStencilState.h"
#include "InputState.h"
#include "PipelineLayout.h"
#include "RenderPass.h"
#include "ShaderModule.h"
namespace backend {
// PipelineBase
PipelineBase::PipelineBase(PipelineBuilder* builder)
: device(builder->device), stageMask(builder->stageMask), layout(std::move(builder->layout)),
renderPass(std::move(builder->renderPass)), subpass(builder->subpass),
inputState(std::move(builder->inputState)), depthStencilState(std::move(builder->depthStencilState)) {
if (stageMask != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment) &&
stageMask != nxt::ShaderStageBit::Compute) {
builder->HandleError("Wrong combination of stage for pipeline");
return;
}
if (!IsCompute() && !renderPass) {
builder->HandleError("Pipeline render pass not set");
return;
}
// TODO(kainino@chromium.org): Need to verify the pipeline against its render subpass.
auto FillPushConstants = [](const ShaderModuleBase* module, PushConstantInfo* info) {
const auto& moduleInfo = module->GetPushConstants();
info->mask = moduleInfo.mask;
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
unsigned int size = moduleInfo.sizes[i];
if (size == 0) {
continue;
}
for (uint32_t offset = 0; offset < size; offset++) {
info->types[i + offset] = moduleInfo.types[i];
}
i += size - 1;
}
};
for (auto stageBit : IterateStages(builder->stageMask)) {
if (!builder->stages[stageBit].module->IsCompatibleWithPipelineLayout(layout.Get())) {
builder->HandleError("Stage not compatible with layout");
return;
}
FillPushConstants(builder->stages[stageBit].module.Get(), &pushConstants[stageBit]);
}
if (!IsCompute()) {
if ((builder->stages[nxt::ShaderStage::Vertex].module->GetUsedVertexAttributes() & ~inputState->GetAttributesSetMask()).any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
}
}
const PipelineBase::PushConstantInfo& PipelineBase::GetPushConstants(nxt::ShaderStage stage) const {
return pushConstants[stage];
}
nxt::ShaderStageBit PipelineBase::GetStageMask() const {
return stageMask;
}
PipelineLayoutBase* PipelineBase::GetLayout() {
return layout.Get();
}
RenderPassBase* PipelineBase::GetRenderPass() {
return renderPass.Get();
}
InputStateBase* PipelineBase::GetInputState() {
return inputState.Get();
}
DepthStencilStateBase* PipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
}
bool PipelineBase::IsCompute() const {
return stageMask == nxt::ShaderStageBit::Compute;
}
// PipelineBuilder
PipelineBuilder::PipelineBuilder(DeviceBase* device)
: Builder(device), stageMask(static_cast<nxt::ShaderStageBit>(0)) {
}
const PipelineBuilder::StageInfo& PipelineBuilder::GetStageInfo(nxt::ShaderStage stage) const {
ASSERT(stageMask & StageBit(stage));
return stages[stage];
}
PipelineBase* PipelineBuilder::GetResultImpl() {
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in the device
if (!layout) {
layout = device->CreatePipelineLayoutBuilder()->GetResult();
}
if (!inputState) {
inputState = device->CreateInputStateBuilder()->GetResult();
}
if (!depthStencilState) {
depthStencilState = device->CreateDepthStencilStateBuilder()->GetResult();
}
return device->CreatePipeline(this);
}
void PipelineBuilder::SetLayout(PipelineLayoutBase* layout) {
this->layout = layout;
}
void PipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
}
void PipelineBuilder::SetStage(nxt::ShaderStage stage, ShaderModuleBase* module, const char* entryPoint) {
if (entryPoint != std::string("main")) {
HandleError("Currently the entry point has to be main()");
return;
}
if (stage != module->GetExecutionModel()) {
HandleError("Setting module with wrong execution model");
return;
}
nxt::ShaderStageBit bit = StageBit(stage);
if (stageMask & bit) {
HandleError("Setting already set stage");
return;
}
stageMask |= bit;
stages[stage].module = module;
stages[stage].entryPoint = entryPoint;
}
void PipelineBuilder::SetInputState(InputStateBase* inputState) {
this->inputState = inputState;
}
void PipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
}
}
// Copyright 2017 The NXT 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 "Pipeline.h"
#include "Device.h"
#include "DepthStencilState.h"
#include "InputState.h"
#include "PipelineLayout.h"
#include "RenderPass.h"
#include "ShaderModule.h"
namespace backend {
// PipelineBase
PipelineBase::PipelineBase(PipelineBuilder* builder)
: device(builder->device), stageMask(builder->stageMask), layout(std::move(builder->layout)),
renderPass(std::move(builder->renderPass)), subpass(builder->subpass),
inputState(std::move(builder->inputState)), depthStencilState(std::move(builder->depthStencilState)) {
if (stageMask != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment) &&
stageMask != nxt::ShaderStageBit::Compute) {
builder->HandleError("Wrong combination of stage for pipeline");
return;
}
if (!IsCompute() && !renderPass) {
builder->HandleError("Pipeline render pass not set");
return;
}
// TODO(kainino@chromium.org): Need to verify the pipeline against its render subpass.
auto FillPushConstants = [](const ShaderModuleBase* module, PushConstantInfo* info) {
const auto& moduleInfo = module->GetPushConstants();
info->mask = moduleInfo.mask;
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
unsigned int size = moduleInfo.sizes[i];
if (size == 0) {
continue;
}
for (uint32_t offset = 0; offset < size; offset++) {
info->types[i + offset] = moduleInfo.types[i];
}
i += size - 1;
}
};
for (auto stageBit : IterateStages(builder->stageMask)) {
if (!builder->stages[stageBit].module->IsCompatibleWithPipelineLayout(layout.Get())) {
builder->HandleError("Stage not compatible with layout");
return;
}
FillPushConstants(builder->stages[stageBit].module.Get(), &pushConstants[stageBit]);
}
if (!IsCompute()) {
if ((builder->stages[nxt::ShaderStage::Vertex].module->GetUsedVertexAttributes() & ~inputState->GetAttributesSetMask()).any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
}
}
const PipelineBase::PushConstantInfo& PipelineBase::GetPushConstants(nxt::ShaderStage stage) const {
return pushConstants[stage];
}
nxt::ShaderStageBit PipelineBase::GetStageMask() const {
return stageMask;
}
PipelineLayoutBase* PipelineBase::GetLayout() {
return layout.Get();
}
RenderPassBase* PipelineBase::GetRenderPass() {
return renderPass.Get();
}
InputStateBase* PipelineBase::GetInputState() {
return inputState.Get();
}
DepthStencilStateBase* PipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
}
bool PipelineBase::IsCompute() const {
return stageMask == nxt::ShaderStageBit::Compute;
}
// PipelineBuilder
PipelineBuilder::PipelineBuilder(DeviceBase* device)
: Builder(device), stageMask(static_cast<nxt::ShaderStageBit>(0)) {
}
const PipelineBuilder::StageInfo& PipelineBuilder::GetStageInfo(nxt::ShaderStage stage) const {
ASSERT(stageMask & StageBit(stage));
return stages[stage];
}
PipelineBase* PipelineBuilder::GetResultImpl() {
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in the device
if (!layout) {
layout = device->CreatePipelineLayoutBuilder()->GetResult();
}
if (!inputState) {
inputState = device->CreateInputStateBuilder()->GetResult();
}
if (!depthStencilState) {
depthStencilState = device->CreateDepthStencilStateBuilder()->GetResult();
}
return device->CreatePipeline(this);
}
void PipelineBuilder::SetLayout(PipelineLayoutBase* layout) {
this->layout = layout;
}
void PipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
}
void PipelineBuilder::SetStage(nxt::ShaderStage stage, ShaderModuleBase* module, const char* entryPoint) {
if (entryPoint != std::string("main")) {
HandleError("Currently the entry point has to be main()");
return;
}
if (stage != module->GetExecutionModel()) {
HandleError("Setting module with wrong execution model");
return;
}
nxt::ShaderStageBit bit = StageBit(stage);
if (stageMask & bit) {
HandleError("Setting already set stage");
return;
}
stageMask |= bit;
stages[stage].module = module;
stages[stage].entryPoint = entryPoint;
}
void PipelineBuilder::SetInputState(InputStateBase* inputState) {
this->inputState = inputState;
}
void PipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
}
}

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@ -1,100 +1,100 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_PIPELINE_H_
#define BACKEND_COMMON_PIPELINE_H_
#include "Forward.h"
#include "Builder.h"
#include "PerStage.h"
#include "RefCounted.h"
#include "nxt/nxtcpp.h"
#include <array>
#include <bitset>
namespace backend {
enum PushConstantType : uint8_t {
Int,
UInt,
Float,
};
class PipelineBase : public RefCounted {
public:
PipelineBase(PipelineBuilder* builder);
struct PushConstantInfo {
std::bitset<kMaxPushConstants> mask;
std::array<PushConstantType, kMaxPushConstants> types;
};
const PushConstantInfo& GetPushConstants(nxt::ShaderStage stage) const;
nxt::ShaderStageBit GetStageMask() const;
PipelineLayoutBase* GetLayout();
RenderPassBase* GetRenderPass();
InputStateBase* GetInputState();
DepthStencilStateBase* GetDepthStencilState();
// TODO(cwallez@chromium.org): split compute and render pipelines
bool IsCompute() const;
private:
DeviceBase* device;
nxt::ShaderStageBit stageMask;
Ref<PipelineLayoutBase> layout;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
PerStage<PushConstantInfo> pushConstants;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
class PipelineBuilder : public Builder<PipelineBase> {
public:
PipelineBuilder(DeviceBase* device);
struct StageInfo {
std::string entryPoint;
Ref<ShaderModuleBase> module;
};
const StageInfo& GetStageInfo(nxt::ShaderStage stage) const;
// NXT API
void SetLayout(PipelineLayoutBase* layout);
void SetSubpass(RenderPassBase* renderPass, uint32_t subpass);
void SetStage(nxt::ShaderStage stage, ShaderModuleBase* module, const char* entryPoint);
void SetInputState(InputStateBase* inputState);
void SetDepthStencilState(DepthStencilStateBase* depthStencilState);
private:
friend class PipelineBase;
PipelineBase* GetResultImpl() override;
Ref<PipelineLayoutBase> layout;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
nxt::ShaderStageBit stageMask;
PerStage<StageInfo> stages;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
}
#endif // BACKEND_COMMON_PIPELINE_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_PIPELINE_H_
#define BACKEND_COMMON_PIPELINE_H_
#include "Forward.h"
#include "Builder.h"
#include "PerStage.h"
#include "RefCounted.h"
#include "nxt/nxtcpp.h"
#include <array>
#include <bitset>
namespace backend {
enum PushConstantType : uint8_t {
Int,
UInt,
Float,
};
class PipelineBase : public RefCounted {
public:
PipelineBase(PipelineBuilder* builder);
struct PushConstantInfo {
std::bitset<kMaxPushConstants> mask;
std::array<PushConstantType, kMaxPushConstants> types;
};
const PushConstantInfo& GetPushConstants(nxt::ShaderStage stage) const;
nxt::ShaderStageBit GetStageMask() const;
PipelineLayoutBase* GetLayout();
RenderPassBase* GetRenderPass();
InputStateBase* GetInputState();
DepthStencilStateBase* GetDepthStencilState();
// TODO(cwallez@chromium.org): split compute and render pipelines
bool IsCompute() const;
private:
DeviceBase* device;
nxt::ShaderStageBit stageMask;
Ref<PipelineLayoutBase> layout;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
PerStage<PushConstantInfo> pushConstants;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
class PipelineBuilder : public Builder<PipelineBase> {
public:
PipelineBuilder(DeviceBase* device);
struct StageInfo {
std::string entryPoint;
Ref<ShaderModuleBase> module;
};
const StageInfo& GetStageInfo(nxt::ShaderStage stage) const;
// NXT API
void SetLayout(PipelineLayoutBase* layout);
void SetSubpass(RenderPassBase* renderPass, uint32_t subpass);
void SetStage(nxt::ShaderStage stage, ShaderModuleBase* module, const char* entryPoint);
void SetInputState(InputStateBase* inputState);
void SetDepthStencilState(DepthStencilStateBase* depthStencilState);
private:
friend class PipelineBase;
PipelineBase* GetResultImpl() override;
Ref<PipelineLayoutBase> layout;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
nxt::ShaderStageBit stageMask;
PerStage<StageInfo> stages;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
}
#endif // BACKEND_COMMON_PIPELINE_H_

View File

@ -1,135 +1,135 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_TOBACKEND_H_
#define BACKEND_COMMON_TOBACKEND_H_
#include "Forward.h"
namespace backend {
// ToBackendTraits implements the mapping from base type to member type of BackendTraits
template<typename T, typename BackendTraits>
struct ToBackendTraits;
template<typename BackendTraits>
struct ToBackendTraits<BindGroupBase, BackendTraits> {
using BackendType = typename BackendTraits::BindGroupType;
};
template<typename BackendTraits>
struct ToBackendTraits<BindGroupLayoutBase, BackendTraits> {
using BackendType = typename BackendTraits::BindGroupLayoutType;
};
template<typename BackendTraits>
struct ToBackendTraits<BufferBase, BackendTraits> {
using BackendType = typename BackendTraits::BufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<BufferViewBase, BackendTraits> {
using BackendType = typename BackendTraits::BufferViewType;
};
template<typename BackendTraits>
struct ToBackendTraits<CommandBufferBase, BackendTraits> {
using BackendType = typename BackendTraits::CommandBufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<DepthStencilStateBase, BackendTraits> {
using BackendType = typename BackendTraits::DepthStencilStateType;
};
template<typename BackendTraits>
struct ToBackendTraits<FramebufferBase, BackendTraits> {
using BackendType = typename BackendTraits::FramebufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<InputStateBase, BackendTraits> {
using BackendType = typename BackendTraits::InputStateType;
};
template<typename BackendTraits>
struct ToBackendTraits<PipelineBase, BackendTraits> {
using BackendType = typename BackendTraits::PipelineType;
};
template<typename BackendTraits>
struct ToBackendTraits<PipelineLayoutBase, BackendTraits> {
using BackendType = typename BackendTraits::PipelineLayoutType;
};
template<typename BackendTraits>
struct ToBackendTraits<QueueBase, BackendTraits> {
using BackendType = typename BackendTraits::QueueType;
};
template<typename BackendTraits>
struct ToBackendTraits<RenderPassBase, BackendTraits> {
using BackendType = typename BackendTraits::RenderPassType;
};
template<typename BackendTraits>
struct ToBackendTraits<SamplerBase, BackendTraits> {
using BackendType = typename BackendTraits::SamplerType;
};
template<typename BackendTraits>
struct ToBackendTraits<ShaderModuleBase, BackendTraits> {
using BackendType = typename BackendTraits::ShaderModuleType;
};
template<typename BackendTraits>
struct ToBackendTraits<TextureBase, BackendTraits> {
using BackendType = typename BackendTraits::TextureType;
};
template<typename BackendTraits>
struct ToBackendTraits<TextureViewBase, BackendTraits> {
using BackendType = typename BackendTraits::TextureViewType;
};
// ToBackendBase implements conversion to the given BackendTraits
// To use it in a backend, use the following:
// template<typename T>
// auto ToBackend(T&& common) -> decltype(ToBackendBase<MyBackendTraits>(common)) {
// return ToBackendBase<MyBackendTraits>(common);
// }
template<typename BackendTraits, typename T>
Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>& ToBackendBase(Ref<T>& common) {
return reinterpret_cast<Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>&>(common);
}
template<typename BackendTraits, typename T>
const Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>& ToBackendBase(const Ref<T>& common) {
return reinterpret_cast<const Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>&>(common);
}
template<typename BackendTraits, typename T>
typename ToBackendTraits<T, BackendTraits>::BackendType* ToBackendBase(T* common) {
return reinterpret_cast<typename ToBackendTraits<T, BackendTraits>::BackendType*>(common);
}
template<typename BackendTraits, typename T>
const typename ToBackendTraits<T, BackendTraits>::BackendType* ToBackendBase(const T* common) {
return reinterpret_cast<const typename ToBackendTraits<T, BackendTraits>::BackendType*>(common);
}
}
#endif // BACKEND_COMMON_TOBACKEND_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_COMMON_TOBACKEND_H_
#define BACKEND_COMMON_TOBACKEND_H_
#include "Forward.h"
namespace backend {
// ToBackendTraits implements the mapping from base type to member type of BackendTraits
template<typename T, typename BackendTraits>
struct ToBackendTraits;
template<typename BackendTraits>
struct ToBackendTraits<BindGroupBase, BackendTraits> {
using BackendType = typename BackendTraits::BindGroupType;
};
template<typename BackendTraits>
struct ToBackendTraits<BindGroupLayoutBase, BackendTraits> {
using BackendType = typename BackendTraits::BindGroupLayoutType;
};
template<typename BackendTraits>
struct ToBackendTraits<BufferBase, BackendTraits> {
using BackendType = typename BackendTraits::BufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<BufferViewBase, BackendTraits> {
using BackendType = typename BackendTraits::BufferViewType;
};
template<typename BackendTraits>
struct ToBackendTraits<CommandBufferBase, BackendTraits> {
using BackendType = typename BackendTraits::CommandBufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<DepthStencilStateBase, BackendTraits> {
using BackendType = typename BackendTraits::DepthStencilStateType;
};
template<typename BackendTraits>
struct ToBackendTraits<FramebufferBase, BackendTraits> {
using BackendType = typename BackendTraits::FramebufferType;
};
template<typename BackendTraits>
struct ToBackendTraits<InputStateBase, BackendTraits> {
using BackendType = typename BackendTraits::InputStateType;
};
template<typename BackendTraits>
struct ToBackendTraits<PipelineBase, BackendTraits> {
using BackendType = typename BackendTraits::PipelineType;
};
template<typename BackendTraits>
struct ToBackendTraits<PipelineLayoutBase, BackendTraits> {
using BackendType = typename BackendTraits::PipelineLayoutType;
};
template<typename BackendTraits>
struct ToBackendTraits<QueueBase, BackendTraits> {
using BackendType = typename BackendTraits::QueueType;
};
template<typename BackendTraits>
struct ToBackendTraits<RenderPassBase, BackendTraits> {
using BackendType = typename BackendTraits::RenderPassType;
};
template<typename BackendTraits>
struct ToBackendTraits<SamplerBase, BackendTraits> {
using BackendType = typename BackendTraits::SamplerType;
};
template<typename BackendTraits>
struct ToBackendTraits<ShaderModuleBase, BackendTraits> {
using BackendType = typename BackendTraits::ShaderModuleType;
};
template<typename BackendTraits>
struct ToBackendTraits<TextureBase, BackendTraits> {
using BackendType = typename BackendTraits::TextureType;
};
template<typename BackendTraits>
struct ToBackendTraits<TextureViewBase, BackendTraits> {
using BackendType = typename BackendTraits::TextureViewType;
};
// ToBackendBase implements conversion to the given BackendTraits
// To use it in a backend, use the following:
// template<typename T>
// auto ToBackend(T&& common) -> decltype(ToBackendBase<MyBackendTraits>(common)) {
// return ToBackendBase<MyBackendTraits>(common);
// }
template<typename BackendTraits, typename T>
Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>& ToBackendBase(Ref<T>& common) {
return reinterpret_cast<Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>&>(common);
}
template<typename BackendTraits, typename T>
const Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>& ToBackendBase(const Ref<T>& common) {
return reinterpret_cast<const Ref<typename ToBackendTraits<T, BackendTraits>::BackendType>&>(common);
}
template<typename BackendTraits, typename T>
typename ToBackendTraits<T, BackendTraits>::BackendType* ToBackendBase(T* common) {
return reinterpret_cast<typename ToBackendTraits<T, BackendTraits>::BackendType*>(common);
}
template<typename BackendTraits, typename T>
const typename ToBackendTraits<T, BackendTraits>::BackendType* ToBackendBase(const T* common) {
return reinterpret_cast<const typename ToBackendTraits<T, BackendTraits>::BackendType*>(common);
}
}
#endif // BACKEND_COMMON_TOBACKEND_H_

View File

@ -667,48 +667,48 @@ namespace metal {
static MTLCompareFunction DepthStencilCompareFunction(nxt::CompareFunction compareFunction) {
switch (compareFunction) {
case nxt::CompareFunction::Never:
return MTLCompareFunctionNever;
case nxt::CompareFunction::Less:
return MTLCompareFunctionLess;
case nxt::CompareFunction::LessEqual:
return MTLCompareFunctionLessEqual;
case nxt::CompareFunction::Greater:
return MTLCompareFunctionGreater;
case nxt::CompareFunction::GreaterEqual:
return MTLCompareFunctionGreaterEqual;
case nxt::CompareFunction::NotEqual:
return MTLCompareFunctionNotEqual;
case nxt::CompareFunction::Equal:
return MTLCompareFunctionEqual;
case nxt::CompareFunction::Always:
return MTLCompareFunctionAlways;
default:
ASSERT(false);
}
case nxt::CompareFunction::Never:
return MTLCompareFunctionNever;
case nxt::CompareFunction::Less:
return MTLCompareFunctionLess;
case nxt::CompareFunction::LessEqual:
return MTLCompareFunctionLessEqual;
case nxt::CompareFunction::Greater:
return MTLCompareFunctionGreater;
case nxt::CompareFunction::GreaterEqual:
return MTLCompareFunctionGreaterEqual;
case nxt::CompareFunction::NotEqual:
return MTLCompareFunctionNotEqual;
case nxt::CompareFunction::Equal:
return MTLCompareFunctionEqual;
case nxt::CompareFunction::Always:
return MTLCompareFunctionAlways;
default:
ASSERT(false);
}
}
static MTLStencilOperation StencilOperation(nxt::StencilOperation stencilOperation) {
switch (stencilOperation) {
case nxt::StencilOperation::Keep:
return MTLStencilOperationKeep;
case nxt::StencilOperation::Zero:
return MTLStencilOperationZero;
case nxt::StencilOperation::Replace:
return MTLStencilOperationReplace;
case nxt::StencilOperation::Invert:
return MTLStencilOperationInvert;
case nxt::StencilOperation::IncrementClamp:
return MTLStencilOperationIncrementClamp;
case nxt::StencilOperation::DecrementClamp:
return MTLStencilOperationDecrementClamp;
case nxt::StencilOperation::IncrementWrap:
return MTLStencilOperationIncrementWrap;
case nxt::StencilOperation::DecrementWrap:
return MTLStencilOperationDecrementWrap;
default:
ASSERT(false);
}
case nxt::StencilOperation::Keep:
return MTLStencilOperationKeep;
case nxt::StencilOperation::Zero:
return MTLStencilOperationZero;
case nxt::StencilOperation::Replace:
return MTLStencilOperationReplace;
case nxt::StencilOperation::Invert:
return MTLStencilOperationInvert;
case nxt::StencilOperation::IncrementClamp:
return MTLStencilOperationIncrementClamp;
case nxt::StencilOperation::DecrementClamp:
return MTLStencilOperationDecrementClamp;
case nxt::StencilOperation::IncrementWrap:
return MTLStencilOperationIncrementWrap;
case nxt::StencilOperation::DecrementWrap:
return MTLStencilOperationDecrementWrap;
default:
ASSERT(false);
}
}
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
@ -728,7 +728,7 @@ namespace metal {
default:
ASSERT(false);
break;
}
}
}
if (StencilIsEnabled()) {

View File

@ -1,123 +1,123 @@
// Copyright 2017 The NXT 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 "NullBackend.h"
#include <spirv-cross/spirv_cross.hpp>
namespace backend {
namespace null {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
// Device
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroupBase(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayoutBase(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferViewBase(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBufferBase(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilStateBase(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputStateBase(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new FramebufferBase(builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new PipelineBase(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayoutBase(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPassBase(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new SamplerBase(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
auto module = new ShaderModuleBase(builder);
spirv_cross::Compiler compiler(builder->AcquireSpirv());
module->ExtractSpirvInfo(compiler);
return module;
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new TextureBase(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureViewBase(builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
}
Buffer::~Buffer() {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
}
Queue::~Queue() {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
}
}
}
// Copyright 2017 The NXT 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 "NullBackend.h"
#include <spirv-cross/spirv_cross.hpp>
namespace backend {
namespace null {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
// Device
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroupBase(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayoutBase(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferViewBase(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBufferBase(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilStateBase(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputStateBase(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new FramebufferBase(builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new PipelineBase(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayoutBase(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPassBase(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new SamplerBase(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
auto module = new ShaderModuleBase(builder);
spirv_cross::Compiler compiler(builder->AcquireSpirv());
module->ExtractSpirvInfo(compiler);
return module;
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new TextureBase(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureViewBase(builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
}
Buffer::~Buffer() {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
}
Queue::~Queue() {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
}
}
}

View File

@ -1,129 +1,129 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_NULL_NULLBACKEND_H_
#define BACKEND_NULL_NULLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/CommandBuffer.h"
#include "common/DepthStencilState.h"
#include "common/InputState.h"
#include "common/Framebuffer.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
namespace backend {
namespace null {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using DepthStencilState = DepthStencilStateBase;
using InputState = InputStateBase;
using Framebuffer = FramebufferBase;
using Pipeline = PipelineBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
using Texture = TextureBase;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
}
}
#endif // BACKEND_NULL_NULLBACKEND_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_NULL_NULLBACKEND_H_
#define BACKEND_NULL_NULLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/CommandBuffer.h"
#include "common/DepthStencilState.h"
#include "common/InputState.h"
#include "common/Framebuffer.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
namespace backend {
namespace null {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using DepthStencilState = DepthStencilStateBase;
using InputState = InputStateBase;
using Framebuffer = FramebufferBase;
using Pipeline = PipelineBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
using Texture = TextureBase;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
}
}
#endif // BACKEND_NULL_NULLBACKEND_H_

View File

@ -177,14 +177,14 @@ namespace opengl {
}
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
DepthStencilState* depthStencilState = ToBackend(lastPipeline->GetDepthStencilState());
depthStencilState->ApplyStencilReferenceNow(cmd->backReference, cmd->frontReference);
}
break;
break;
case Command::SetBindGroup:
{

View File

@ -1,319 +1,319 @@
// Copyright 2017 The NXT 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 "OpenGLBackend.h"
#include "CommandBufferGL.h"
#include "PipelineGL.h"
#include "PipelineLayoutGL.h"
#include "ShaderModuleGL.h"
#include "SamplerGL.h"
#include "TextureGL.h"
namespace backend {
namespace opengl {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void HACKCLEAR() {
glClearColor(0, 0, 0, 1);
glStencilMask(0xff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc));
glEnable(GL_DEPTH_TEST);
HACKCLEAR();
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
static GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
switch (compareFunction) {
case nxt::CompareFunction::Never:
return GL_NEVER;
case nxt::CompareFunction::Less:
return GL_LESS;
case nxt::CompareFunction::LessEqual:
return GL_LEQUAL;
case nxt::CompareFunction::Greater:
return GL_GREATER;
case nxt::CompareFunction::GreaterEqual:
return GL_GEQUAL;
case nxt::CompareFunction::NotEqual:
return GL_NOTEQUAL;
case nxt::CompareFunction::Equal:
return GL_EQUAL;
case nxt::CompareFunction::Always:
return GL_ALWAYS;
default:
ASSERT(false);
}
}
static GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) {
switch (stencilOperation) {
case nxt::StencilOperation::Keep:
return GL_KEEP;
case nxt::StencilOperation::Zero:
return GL_ZERO;
case nxt::StencilOperation::Replace:
return GL_REPLACE;
case nxt::StencilOperation::Invert:
return GL_INVERT;
case nxt::StencilOperation::IncrementClamp:
return GL_INCR;
case nxt::StencilOperation::DecrementClamp:
return GL_DECR;
case nxt::StencilOperation::IncrementWrap:
return GL_INCR_WRAP;
case nxt::StencilOperation::DecrementWrap:
return GL_DECR_WRAP;
default:
ASSERT(false);
}
}
// Device
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(this, builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(this, builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(this, builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(this, builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(this, builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(this, builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(this, builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new Pipeline(this, builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(this, builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(this, builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(this, builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(this, builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
return new ShaderModule(this, builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(this, builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(this, builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Bind Group
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
: BindGroupBase(builder), device(device) {
}
// Bind Group Layout
BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
: BindGroupLayoutBase(builder), device(device) {
}
// Buffer
Buffer::Buffer(Device* device, BufferBuilder* builder)
: BufferBase(builder), device(device) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
}
GLuint Buffer::GetHandle() const {
return buffer;
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferSubData(GL_ARRAY_BUFFER, start * sizeof(uint32_t), count * sizeof(uint32_t), data);
}
// BufferView
BufferView::BufferView(Device* device, BufferViewBuilder* builder)
: BufferViewBase(builder), device(device) {
}
// DepthStencilState
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
void DepthStencilState::ApplyNow() {
if (DepthIsEnabled()) {
glEnable(GL_DEPTH_TEST);
auto& depth = GetDepth();
glDepthFunc(OpenGLCompareFunction(depth.compareFunction));
switch (depth.depthWriteMode) {
case nxt::DepthWriteMode::Disabled:
glDepthMask(GL_FALSE);
break;
case nxt::DepthWriteMode::Enabled:
glDepthMask(GL_TRUE);
break;
default:
ASSERT(false);
break;
}
}
else {
glDisable(GL_DEPTH_TEST);
}
if (StencilIsEnabled()) {
glEnable(GL_STENCIL_TEST);
auto& back = GetStencil(nxt::Face::Back);
auto& front = GetStencil(nxt::Face::Front);
glStencilOpSeparate(GL_BACK,
OpenGLStencilOperation(back.stencilFail),
OpenGLStencilOperation(back.depthFail),
OpenGLStencilOperation(back.stencilPass)
);
glStencilOpSeparate(GL_FRONT,
OpenGLStencilOperation(front.stencilFail),
OpenGLStencilOperation(front.depthFail),
OpenGLStencilOperation(front.stencilPass)
);
glStencilMaskSeparate(GL_BACK, back.writeMask);
glStencilMaskSeparate(GL_FRONT, front.writeMask);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
void DepthStencilState::ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference) {
if (StencilIsEnabled()) {
auto& back = GetStencil(nxt::Face::Back);
auto& front = GetStencil(nxt::Face::Front);
glStencilFuncSeparate(GL_BACK,
OpenGLCompareFunction(back.compareFunction),
backReference,
back.readMask
);
glStencilFuncSeparate(GL_FRONT,
OpenGLCompareFunction(front.compareFunction),
frontReference,
front.readMask
);
}
}
// InputState
InputState::InputState(Device* device, InputStateBuilder* builder)
: InputStateBase(builder), device(device) {
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
auto& attributesSetMask = GetAttributesSetMask();
for (uint32_t location = 0; location < attributesSetMask.size(); ++location) {
if (!attributesSetMask[location]) {
continue;
}
auto attribute = GetAttribute(location);
glEnableVertexAttribArray(location);
auto input = GetInput(attribute.bindingSlot);
if (input.stride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
glVertexAttribDivisor(location, 0xffffffff);
} else {
switch (input.stepMode) {
case nxt::InputStepMode::Vertex:
break;
case nxt::InputStepMode::Instance:
glVertexAttribDivisor(location, 1);
break;
default:
ASSERT(false);
break;
}
}
}
}
GLuint InputState::GetVAO() {
return vertexArrayObject;
}
// Framebuffer
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
}
// Queue
Queue::Queue(Device* device, QueueBuilder* builder)
: QueueBase(builder), device(device) {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->Execute();
}
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
: RenderPassBase(builder), device(device) {
}
}
}
// Copyright 2017 The NXT 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 "OpenGLBackend.h"
#include "CommandBufferGL.h"
#include "PipelineGL.h"
#include "PipelineLayoutGL.h"
#include "ShaderModuleGL.h"
#include "SamplerGL.h"
#include "TextureGL.h"
namespace backend {
namespace opengl {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void HACKCLEAR() {
glClearColor(0, 0, 0, 1);
glStencilMask(0xff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc));
glEnable(GL_DEPTH_TEST);
HACKCLEAR();
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
static GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
switch (compareFunction) {
case nxt::CompareFunction::Never:
return GL_NEVER;
case nxt::CompareFunction::Less:
return GL_LESS;
case nxt::CompareFunction::LessEqual:
return GL_LEQUAL;
case nxt::CompareFunction::Greater:
return GL_GREATER;
case nxt::CompareFunction::GreaterEqual:
return GL_GEQUAL;
case nxt::CompareFunction::NotEqual:
return GL_NOTEQUAL;
case nxt::CompareFunction::Equal:
return GL_EQUAL;
case nxt::CompareFunction::Always:
return GL_ALWAYS;
default:
ASSERT(false);
}
}
static GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) {
switch (stencilOperation) {
case nxt::StencilOperation::Keep:
return GL_KEEP;
case nxt::StencilOperation::Zero:
return GL_ZERO;
case nxt::StencilOperation::Replace:
return GL_REPLACE;
case nxt::StencilOperation::Invert:
return GL_INVERT;
case nxt::StencilOperation::IncrementClamp:
return GL_INCR;
case nxt::StencilOperation::DecrementClamp:
return GL_DECR;
case nxt::StencilOperation::IncrementWrap:
return GL_INCR_WRAP;
case nxt::StencilOperation::DecrementWrap:
return GL_DECR_WRAP;
default:
ASSERT(false);
}
}
// Device
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(this, builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(this, builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(this, builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(this, builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(this, builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(this, builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(this, builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new Pipeline(this, builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(this, builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(this, builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(this, builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(this, builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
return new ShaderModule(this, builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(this, builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(this, builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Bind Group
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
: BindGroupBase(builder), device(device) {
}
// Bind Group Layout
BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
: BindGroupLayoutBase(builder), device(device) {
}
// Buffer
Buffer::Buffer(Device* device, BufferBuilder* builder)
: BufferBase(builder), device(device) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
}
GLuint Buffer::GetHandle() const {
return buffer;
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferSubData(GL_ARRAY_BUFFER, start * sizeof(uint32_t), count * sizeof(uint32_t), data);
}
// BufferView
BufferView::BufferView(Device* device, BufferViewBuilder* builder)
: BufferViewBase(builder), device(device) {
}
// DepthStencilState
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
void DepthStencilState::ApplyNow() {
if (DepthIsEnabled()) {
glEnable(GL_DEPTH_TEST);
auto& depth = GetDepth();
glDepthFunc(OpenGLCompareFunction(depth.compareFunction));
switch (depth.depthWriteMode) {
case nxt::DepthWriteMode::Disabled:
glDepthMask(GL_FALSE);
break;
case nxt::DepthWriteMode::Enabled:
glDepthMask(GL_TRUE);
break;
default:
ASSERT(false);
break;
}
}
else {
glDisable(GL_DEPTH_TEST);
}
if (StencilIsEnabled()) {
glEnable(GL_STENCIL_TEST);
auto& back = GetStencil(nxt::Face::Back);
auto& front = GetStencil(nxt::Face::Front);
glStencilOpSeparate(GL_BACK,
OpenGLStencilOperation(back.stencilFail),
OpenGLStencilOperation(back.depthFail),
OpenGLStencilOperation(back.stencilPass)
);
glStencilOpSeparate(GL_FRONT,
OpenGLStencilOperation(front.stencilFail),
OpenGLStencilOperation(front.depthFail),
OpenGLStencilOperation(front.stencilPass)
);
glStencilMaskSeparate(GL_BACK, back.writeMask);
glStencilMaskSeparate(GL_FRONT, front.writeMask);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
void DepthStencilState::ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference) {
if (StencilIsEnabled()) {
auto& back = GetStencil(nxt::Face::Back);
auto& front = GetStencil(nxt::Face::Front);
glStencilFuncSeparate(GL_BACK,
OpenGLCompareFunction(back.compareFunction),
backReference,
back.readMask
);
glStencilFuncSeparate(GL_FRONT,
OpenGLCompareFunction(front.compareFunction),
frontReference,
front.readMask
);
}
}
// InputState
InputState::InputState(Device* device, InputStateBuilder* builder)
: InputStateBase(builder), device(device) {
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
auto& attributesSetMask = GetAttributesSetMask();
for (uint32_t location = 0; location < attributesSetMask.size(); ++location) {
if (!attributesSetMask[location]) {
continue;
}
auto attribute = GetAttribute(location);
glEnableVertexAttribArray(location);
auto input = GetInput(attribute.bindingSlot);
if (input.stride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
glVertexAttribDivisor(location, 0xffffffff);
} else {
switch (input.stepMode) {
case nxt::InputStepMode::Vertex:
break;
case nxt::InputStepMode::Instance:
glVertexAttribDivisor(location, 1);
break;
default:
ASSERT(false);
break;
}
}
}
}
GLuint InputState::GetVAO() {
return vertexArrayObject;
}
// Framebuffer
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
}
// Queue
Queue::Queue(Device* device, QueueBuilder* builder)
: QueueBase(builder), device(device) {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->Execute();
}
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
: RenderPassBase(builder), device(device) {
}
}
}

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@ -1,189 +1,189 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_OPENGL_OPENGLBACKEND_H_
#define BACKEND_OPENGL_OPENGLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/DepthStencilState.h"
#include "common/Framebuffer.h"
#include "common/InputState.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/ToBackend.h"
#include "glad/glad.h"
namespace backend {
namespace opengl {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
class InputState;
class Pipeline;
class PipelineLayout;
class Queue;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
class Framebuffer;
class RenderPass;
struct OpenGLBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
using FramebufferType = Framebuffer;
using RenderPassType = RenderPass;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) {
return ToBackendBase<OpenGLBackendTraits>(common);
}
// Definition of backend types
class Device : public DeviceBase {
public:
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
private:
Device* device;
};
class BindGroupLayout : public BindGroupLayoutBase {
public:
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
private:
Device* device;
};
class Buffer : public BufferBase {
public:
Buffer(Device* device, BufferBuilder* builder);
GLuint GetHandle() const;
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
Device* device;
GLuint buffer = 0;
};
class BufferView : public BufferViewBase {
public:
BufferView(Device* device, BufferViewBuilder* builder);
private:
Device* device;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
void ApplyNow();
void ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference);
private:
Device* device;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
private:
Device* device;
};
class InputState : public InputStateBase {
public:
InputState(Device* device, InputStateBuilder* builder);
GLuint GetVAO();
private:
Device* device;
GLuint vertexArrayObject;
};
class Queue : public QueueBase {
public:
Queue(Device* device, QueueBuilder* builder);
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
private:
Device* device;
};
}
}
#endif // BACKEND_OPENGL_OPENGLBACKEND_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_OPENGL_OPENGLBACKEND_H_
#define BACKEND_OPENGL_OPENGLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/DepthStencilState.h"
#include "common/Framebuffer.h"
#include "common/InputState.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/ToBackend.h"
#include "glad/glad.h"
namespace backend {
namespace opengl {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
class InputState;
class Pipeline;
class PipelineLayout;
class Queue;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
class Framebuffer;
class RenderPass;
struct OpenGLBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
using FramebufferType = Framebuffer;
using RenderPassType = RenderPass;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) {
return ToBackendBase<OpenGLBackendTraits>(common);
}
// Definition of backend types
class Device : public DeviceBase {
public:
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
private:
Device* device;
};
class BindGroupLayout : public BindGroupLayoutBase {
public:
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
private:
Device* device;
};
class Buffer : public BufferBase {
public:
Buffer(Device* device, BufferBuilder* builder);
GLuint GetHandle() const;
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
Device* device;
GLuint buffer = 0;
};
class BufferView : public BufferViewBase {
public:
BufferView(Device* device, BufferViewBuilder* builder);
private:
Device* device;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
void ApplyNow();
void ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference);
private:
Device* device;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
private:
Device* device;
};
class InputState : public InputStateBase {
public:
InputState(Device* device, InputStateBuilder* builder);
GLuint GetVAO();
private:
Device* device;
GLuint vertexArrayObject;
};
class Queue : public QueueBase {
public:
Queue(Device* device, QueueBuilder* builder);
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
private:
Device* device;
};
}
}
#endif // BACKEND_OPENGL_OPENGLBACKEND_H_

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@ -1,215 +1,215 @@
// Copyright 2017 The NXT 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 "PipelineGL.h"
#include "OpenGLBackend.h"
#include "PipelineLayoutGL.h"
#include "ShaderModuleGL.h"
#include <iostream>
#include <set>
namespace backend {
namespace opengl {
namespace {
GLenum GLShaderType(nxt::ShaderStage stage) {
switch (stage) {
case nxt::ShaderStage::Vertex:
return GL_VERTEX_SHADER;
case nxt::ShaderStage::Fragment:
return GL_FRAGMENT_SHADER;
case nxt::ShaderStage::Compute:
return GL_COMPUTE_SHADER;
}
}
}
Pipeline::Pipeline(Device* device, PipelineBuilder* builder) : PipelineBase(builder), device(device) {
auto CreateShader = [](GLenum type, const char* source) -> GLuint {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compileStatus = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
GLint infoLogLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
glGetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);
std::cout << source << std::endl;
std::cout << "Program compilation failed:\n";
std::cout << buffer.data() << std::endl;
}
}
return shader;
};
auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info, GLuint program) {
const auto& moduleInfo = module->GetPushConstants();
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
(*info)[i] = -1;
unsigned int size = moduleInfo.sizes[i];
if (size == 0) {
continue;
}
GLint location = glGetUniformLocation(program, moduleInfo.names[i].c_str());
if (location == -1) {
continue;
}
for (uint32_t offset = 0; offset < size; offset++) {
(*info)[i + offset] = location + offset;
}
i += size - 1;
}
};
program = glCreateProgram();
for (auto stage : IterateStages(GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());
glAttachShader(program, shader);
}
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLint infoLogLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
glGetProgramInfoLog(program, infoLogLength, nullptr, &buffer[0]);
std::cout << "Program link failed:\n";
std::cout << buffer.data() << std::endl;
}
}
for (auto stage : IterateStages(GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
FillPushConstants(module, &glPushConstants[stage], program);
}
glUseProgram(program);
// The uniforms are part of the program state so we can pre-bind buffer units, texture units etc.
const auto& layout = ToBackend(GetLayout());
const auto& indices = layout->GetBindingIndexInfo();
for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
if (!groupInfo.mask[binding]) {
continue;
}
std::string name = GetBindingName(group, binding);
switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
GLint location = glGetUniformBlockIndex(program, name.c_str());
glUniformBlockBinding(program, location, indices[group][binding]);
}
break;
case nxt::BindingType::StorageBuffer:
{
GLuint location = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(program, location, indices[group][binding]);
}
break;
case nxt::BindingType::Sampler:
case nxt::BindingType::SampledTexture:
// These binding types are handled in the separate sampler and texture emulation
break;
}
}
}
// Compute links between stages for combined samplers, then bind them to texture units
{
std::set<CombinedSampler> combinedSamplersSet;
for (auto stage : IterateStages(GetStageMask())) {
const auto& module = ToBackend(builder->GetStageInfo(stage).module);
for (const auto& combined : module->GetCombinedSamplerInfo()) {
combinedSamplersSet.insert(combined);
}
}
unitsForSamplers.resize(layout->GetNumSamplers());
unitsForTextures.resize(layout->GetNumSampledTextures());
GLuint textureUnit = layout->GetTextureUnitsUsed();
for (const auto& combined : combinedSamplersSet) {
std::string name = combined.GetName();
GLint location = glGetUniformLocation(program, name.c_str());
glUniform1i(location, textureUnit);
GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding];
unitsForSamplers[samplerIndex].push_back(textureUnit);
GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];
unitsForTextures[textureIndex].push_back(textureUnit);
textureUnit ++;
}
}
}
const Pipeline::GLPushConstantInfo& Pipeline::GetGLPushConstants(nxt::ShaderStage stage) const {
return glPushConstants[stage];
}
const std::vector<GLuint>& Pipeline::GetTextureUnitsForSampler(GLuint index) const {
ASSERT(index >= 0 && index < unitsForSamplers.size());
return unitsForSamplers[index];
}
const std::vector<GLuint>& Pipeline::GetTextureUnitsForTexture(GLuint index) const {
ASSERT(index >= 0 && index < unitsForSamplers.size());
return unitsForTextures[index];
}
GLuint Pipeline::GetProgramHandle() const {
return program;
}
void Pipeline::ApplyNow() {
glUseProgram(program);
auto inputState = ToBackend(GetInputState());
glBindVertexArray(inputState->GetVAO());
auto depthStencilState = ToBackend(GetDepthStencilState());
depthStencilState->ApplyNow();
}
}
}
// Copyright 2017 The NXT 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 "PipelineGL.h"
#include "OpenGLBackend.h"
#include "PipelineLayoutGL.h"
#include "ShaderModuleGL.h"
#include <iostream>
#include <set>
namespace backend {
namespace opengl {
namespace {
GLenum GLShaderType(nxt::ShaderStage stage) {
switch (stage) {
case nxt::ShaderStage::Vertex:
return GL_VERTEX_SHADER;
case nxt::ShaderStage::Fragment:
return GL_FRAGMENT_SHADER;
case nxt::ShaderStage::Compute:
return GL_COMPUTE_SHADER;
}
}
}
Pipeline::Pipeline(Device* device, PipelineBuilder* builder) : PipelineBase(builder), device(device) {
auto CreateShader = [](GLenum type, const char* source) -> GLuint {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compileStatus = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
GLint infoLogLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
glGetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);
std::cout << source << std::endl;
std::cout << "Program compilation failed:\n";
std::cout << buffer.data() << std::endl;
}
}
return shader;
};
auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info, GLuint program) {
const auto& moduleInfo = module->GetPushConstants();
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
(*info)[i] = -1;
unsigned int size = moduleInfo.sizes[i];
if (size == 0) {
continue;
}
GLint location = glGetUniformLocation(program, moduleInfo.names[i].c_str());
if (location == -1) {
continue;
}
for (uint32_t offset = 0; offset < size; offset++) {
(*info)[i + offset] = location + offset;
}
i += size - 1;
}
};
program = glCreateProgram();
for (auto stage : IterateStages(GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());
glAttachShader(program, shader);
}
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLint infoLogLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
glGetProgramInfoLog(program, infoLogLength, nullptr, &buffer[0]);
std::cout << "Program link failed:\n";
std::cout << buffer.data() << std::endl;
}
}
for (auto stage : IterateStages(GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
FillPushConstants(module, &glPushConstants[stage], program);
}
glUseProgram(program);
// The uniforms are part of the program state so we can pre-bind buffer units, texture units etc.
const auto& layout = ToBackend(GetLayout());
const auto& indices = layout->GetBindingIndexInfo();
for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
if (!groupInfo.mask[binding]) {
continue;
}
std::string name = GetBindingName(group, binding);
switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
GLint location = glGetUniformBlockIndex(program, name.c_str());
glUniformBlockBinding(program, location, indices[group][binding]);
}
break;
case nxt::BindingType::StorageBuffer:
{
GLuint location = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(program, location, indices[group][binding]);
}
break;
case nxt::BindingType::Sampler:
case nxt::BindingType::SampledTexture:
// These binding types are handled in the separate sampler and texture emulation
break;
}
}
}
// Compute links between stages for combined samplers, then bind them to texture units
{
std::set<CombinedSampler> combinedSamplersSet;
for (auto stage : IterateStages(GetStageMask())) {
const auto& module = ToBackend(builder->GetStageInfo(stage).module);
for (const auto& combined : module->GetCombinedSamplerInfo()) {
combinedSamplersSet.insert(combined);
}
}
unitsForSamplers.resize(layout->GetNumSamplers());
unitsForTextures.resize(layout->GetNumSampledTextures());
GLuint textureUnit = layout->GetTextureUnitsUsed();
for (const auto& combined : combinedSamplersSet) {
std::string name = combined.GetName();
GLint location = glGetUniformLocation(program, name.c_str());
glUniform1i(location, textureUnit);
GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding];
unitsForSamplers[samplerIndex].push_back(textureUnit);
GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];
unitsForTextures[textureIndex].push_back(textureUnit);
textureUnit ++;
}
}
}
const Pipeline::GLPushConstantInfo& Pipeline::GetGLPushConstants(nxt::ShaderStage stage) const {
return glPushConstants[stage];
}
const std::vector<GLuint>& Pipeline::GetTextureUnitsForSampler(GLuint index) const {
ASSERT(index >= 0 && index < unitsForSamplers.size());
return unitsForSamplers[index];
}
const std::vector<GLuint>& Pipeline::GetTextureUnitsForTexture(GLuint index) const {
ASSERT(index >= 0 && index < unitsForSamplers.size());
return unitsForTextures[index];
}
GLuint Pipeline::GetProgramHandle() const {
return program;
}
void Pipeline::ApplyNow() {
glUseProgram(program);
auto inputState = ToBackend(GetInputState());
glBindVertexArray(inputState->GetVAO());
auto depthStencilState = ToBackend(GetDepthStencilState());
depthStencilState->ApplyNow();
}
}
}