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

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) {
}
}
}

View File

@@ -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_

View File

@@ -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();
}
}
}