Add DepthStencilState
Add depth and stencil tests. This is currently only implemented for the OpenGL API. HelloDepthStencil is a test using the depth and stencil buffers to do reflections. Currently clearing / stencil clearing is not working properly.
This commit is contained in:
parent
2711e9658d
commit
3efcf2172d
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@ -1,75 +1,79 @@
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# Copyright 2017 The NXT Authors
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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list(APPEND UTILS_SOURCES
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Utils.h
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Utils.cpp
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BackendBinding.h
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)
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if (APPLE)
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list(APPEND UTILS_SOURCES
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MetalBinding.mm
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)
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endif()
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add_library(utils STATIC ${UTILS_SOURCES})
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target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
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SetCXX14(utils)
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add_executable(CHelloTriangle HelloTriangle.c)
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target_link_libraries(CHelloTriangle utils)
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add_executable(CppHelloTriangle HelloTriangle.cpp)
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target_link_libraries(CppHelloTriangle utils)
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SetCXX14(CppHelloTriangle)
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add_executable(ComputeBoids ComputeBoids.cpp)
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target_link_libraries(ComputeBoids utils)
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target_include_directories(ComputeBoids PUBLIC ../ ${GLM_INCLUDE_DIR})
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SetCXX14(ComputeBoids)
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add_executable(HelloVertices HelloVertices.cpp)
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target_link_libraries(HelloVertices utils)
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SetCXX14(HelloVertices)
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add_executable(HelloInstancing HelloInstancing.cpp)
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target_link_libraries(HelloInstancing utils)
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SetCXX14(HelloInstancing)
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add_executable(HelloIndices HelloIndices.cpp)
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target_link_libraries(HelloIndices utils)
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SetCXX14(HelloIndices)
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add_executable(HelloUBO HelloUBO.cpp)
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target_link_libraries(HelloUBO utils)
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SetCXX14(HelloUBO)
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add_executable(HelloCompute HelloCompute.cpp)
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target_link_libraries(HelloCompute utils)
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SetCXX14(HelloCompute)
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add_executable(RenderToTexture RenderToTexture.cpp)
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target_link_libraries(RenderToTexture utils)
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SetCXX14(RenderToTexture)
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add_executable(Animometer Animometer.cpp)
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target_link_libraries(Animometer utils)
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SetCXX14(Animometer)
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add_executable(SpirvTest SpirvTest.cpp)
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target_link_libraries(SpirvTest shaderc spirv-cross nxtcpp)
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SetCXX14(SpirvTest)
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add_subdirectory(glTFViewer)
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# Copyright 2017 The NXT Authors
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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list(APPEND UTILS_SOURCES
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Utils.h
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Utils.cpp
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BackendBinding.h
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)
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if (APPLE)
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list(APPEND UTILS_SOURCES
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MetalBinding.mm
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)
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endif()
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add_library(utils STATIC ${UTILS_SOURCES})
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target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
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SetCXX14(utils)
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add_executable(CHelloTriangle HelloTriangle.c)
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target_link_libraries(CHelloTriangle utils)
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add_executable(CppHelloTriangle HelloTriangle.cpp)
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target_link_libraries(CppHelloTriangle utils)
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SetCXX14(CppHelloTriangle)
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add_executable(ComputeBoids ComputeBoids.cpp)
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target_link_libraries(ComputeBoids utils)
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target_include_directories(ComputeBoids PUBLIC ../ ${GLM_INCLUDE_DIR})
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SetCXX14(ComputeBoids)
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add_executable(HelloVertices HelloVertices.cpp)
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target_link_libraries(HelloVertices utils)
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SetCXX14(HelloVertices)
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add_executable(HelloInstancing HelloInstancing.cpp)
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target_link_libraries(HelloInstancing utils)
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SetCXX14(HelloInstancing)
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add_executable(HelloIndices HelloIndices.cpp)
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target_link_libraries(HelloIndices utils)
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SetCXX14(HelloIndices)
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add_executable(HelloUBO HelloUBO.cpp)
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target_link_libraries(HelloUBO utils)
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SetCXX14(HelloUBO)
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add_executable(HelloCompute HelloCompute.cpp)
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target_link_libraries(HelloCompute utils)
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SetCXX14(HelloCompute)
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add_executable(RenderToTexture RenderToTexture.cpp)
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target_link_libraries(RenderToTexture utils)
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SetCXX14(RenderToTexture)
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add_executable(Animometer Animometer.cpp)
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target_link_libraries(Animometer utils)
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SetCXX14(Animometer)
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add_executable(SpirvTest SpirvTest.cpp)
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target_link_libraries(SpirvTest shaderc spirv-cross nxtcpp)
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SetCXX14(SpirvTest)
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add_executable(CppHelloDepthStencil HelloDepthStencil.cpp)
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target_link_libraries(CppHelloDepthStencil utils)
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SetCXX14(CppHelloDepthStencil)
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add_subdirectory(glTFViewer)
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@ -0,0 +1,343 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "Utils.h"
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#include <vector>
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#include <glm/glm/glm.hpp>
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#include <glm/glm/gtc/matrix_transform.hpp>
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#include <glm/glm/gtc/type_ptr.hpp>
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nxt::Device device;
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nxt::Buffer indexBuffer;
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nxt::Buffer vertexBuffer;
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nxt::Buffer planeBuffer;
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nxt::Buffer cameraBuffer;
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nxt::Buffer transformBuffer[2];
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nxt::BindGroup cameraBindGroup;
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nxt::BindGroup bindGroup[2];
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nxt::BindGroup cubeTransformBindGroup[2];
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::Pipeline planePipeline;
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nxt::Pipeline reflectionPipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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static const uint32_t indexData[6*6] = {
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0, 1, 2,
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0, 2, 3,
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4, 5, 6,
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4, 6, 7,
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8, 9, 10,
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8, 10, 11,
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12, 13, 14,
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12, 14, 15,
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16, 17, 18,
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16, 18, 19,
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20, 21, 22,
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20, 22, 23
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};
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indexBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(indexData))
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.GetResult();
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indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
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indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
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static const float vertexData[6 * 4 * 6] = {
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-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
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};
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vertexBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(vertexData))
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.GetResult();
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vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(vertexData));
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vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
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static const float planeData[6 * 4] = {
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-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
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2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
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2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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};
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planeBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(planeData))
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.GetResult();
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planeBuffer.SetSubData(0, sizeof(planeData) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(planeData));
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planeBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
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}
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struct {
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glm::mat4 view;
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glm::mat4 proj;
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} cameraData;
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueueBuilder().GetResult();
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initBuffers();
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nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform cameraData {
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mat4 view;
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mat4 proj;
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} camera;
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layout(set = 0, binding = 1) uniform modelData {
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mat4 modelMatrix;
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};
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 col;
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layout(location = 2) out vec3 f_col;
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void main() {
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f_col = col;
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gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
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})"
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);
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nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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out vec4 fragColor;
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void main() {
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fragColor = vec4(f_col, 1.0);
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})"
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);
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
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.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
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.SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
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.SetInput(1, 6 * sizeof(float), nxt::InputStepMode::Vertex)
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.GetResult();
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthEnabled(true)
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.GetResult();
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(cameraData))
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.GetResult();
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glm::mat4 transform(1.0);
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transformBuffer[0] = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(glm::mat4))
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.GetResult();
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transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
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transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(glm::mat4))
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.GetResult();
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transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
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transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform);
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nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(cameraData))
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.GetResult();
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nxt::BufferView transformBufferView[2] = {
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transformBuffer[0].CreateBufferViewBuilder()
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.SetExtent(0, sizeof(glm::mat4))
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.GetResult(),
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transformBuffer[1].CreateBufferViewBuilder()
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.SetExtent(0, sizeof(glm::mat4))
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.GetResult(),
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};
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bindGroup[0] = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &cameraBufferView)
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.SetBufferViews(1, 1, &transformBufferView[0])
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.GetResult();
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bindGroup[1] = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &cameraBufferView)
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.SetBufferViews(1, 1, &transformBufferView[1])
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.GetResult();
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CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.SetDepthStencilState(depthStencilState)
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.GetResult();
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auto planeStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthEnabled(true)
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.SetDepthWrite(nxt::DepthWriteMode::Disabled)
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.SetStencilEnabled(true)
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.SetStencilReferenceMode(nxt::StencilReferenceMode::Static)
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.SetStencilReference(nxt::Face::Both, 1)
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.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Always)
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.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
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.SetStencilMask(nxt::Face::Both, 0xff, 0xff)
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.GetResult();
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planePipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.SetDepthStencilState(planeStencilState)
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.GetResult();
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auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthEnabled(true)
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.SetDepthWrite(nxt::DepthWriteMode::Enabled)
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.SetStencilEnabled(true)
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.SetStencilReferenceMode(nxt::StencilReferenceMode::Static)
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.SetStencilReference(nxt::Face::Both, 1)
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.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, fsModule, "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(10.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 10.f * std::cos(glm::radians(s.b * 360.f))),
|
||||
glm::vec3(0.0f, -1.0f, 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)
|
||||
.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
|
||||
.DrawElements(6, 1, 0, 0)
|
||||
|
||||
.SetPipeline(reflectionPipeline)
|
||||
.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
|
||||
}
|
|
@ -1,147 +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}/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)
|
||||
|
|
|
@ -0,0 +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 "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;
|
||||
}
|
||||
|
||||
nxt::StencilReferenceMode DepthStencilStateBase::GetStencilReferenceMode() const {
|
||||
return referenceMode;
|
||||
}
|
||||
|
||||
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::SetStencilReferenceMode(nxt::StencilReferenceMode referenceMode) {
|
||||
this->referenceMode = referenceMode;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
void DepthStencilStateBuilder::SetStencilReference(nxt::Face face, int reference) {
|
||||
if (face & nxt::Face::Back) {
|
||||
auto& stencilInfo = stencilInfos[0];
|
||||
stencilInfo.reference = reference;
|
||||
}
|
||||
if (face & nxt::Face::Front) {
|
||||
auto& stencilInfo = stencilInfos[1];
|
||||
stencilInfo.reference = reference;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,90 @@
|
|||
// 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;
|
||||
int reference = 0;
|
||||
};
|
||||
|
||||
bool DepthIsEnabled() const;
|
||||
bool StencilIsEnabled() const;
|
||||
nxt::StencilReferenceMode GetStencilReferenceMode() const;
|
||||
const DepthInfo& GetDepth() const;
|
||||
const StencilInfo& GetStencil(nxt::Face face) const;
|
||||
|
||||
private:
|
||||
bool depthEnabled = false;
|
||||
bool stencilEnabled = false;
|
||||
nxt::StencilReferenceMode referenceMode = nxt::StencilReferenceMode::Static;
|
||||
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 SetStencilReferenceMode(nxt::StencilReferenceMode referenceMode);
|
||||
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);
|
||||
void SetStencilReference(nxt::Face face, int reference);
|
||||
|
||||
private:
|
||||
friend class DepthStencilStateBase;
|
||||
|
||||
DepthStencilStateBase* GetResultImpl() override;
|
||||
|
||||
bool depthEnabled;
|
||||
bool stencilEnabled;
|
||||
nxt::StencilReferenceMode referenceMode;
|
||||
DepthStencilStateBase::DepthInfo depthInfo;
|
||||
DepthStencilStateBase::StencilInfo stencilInfos[2];
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // BACKEND_COMMON_DEPTHSTENCILSTATE_H_
|
|
@ -1,133 +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 "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);
|
||||
}
|
||||
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
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,101 +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 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();
|
||||
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_
|
||||
|
|
|
@ -1,76 +1,78 @@
|
|||
// 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 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_
|
||||
|
|
|
@ -1,161 +1,173 @@
|
|||
// 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 "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)) {
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -1,96 +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();
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#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_
|
||||
|
|
|
@ -1,130 +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<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_
|
||||
|
|
|
@ -1,120 +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);
|
||||
}
|
||||
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) {
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,125 +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/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 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 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;
|
||||
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_
|
||||
|
|
|
@ -1,199 +1,300 @@
|
|||
// 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);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_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);
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
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) {
|
||||
}
|
||||
|
||||
// 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);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearStencil(0);
|
||||
glClear(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(Device* device, DepthStencilStateBuilder* builder)
|
||||
: DepthStencilStateBase(builder), device(device) {
|
||||
|
||||
}
|
||||
|
||||
void DepthStencilState::Apply() {
|
||||
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);
|
||||
}
|
||||
|
||||
static const GLuint GL_FACES[2] = { GL_BACK, GL_FRONT };
|
||||
static const nxt::Face NXT_FACES[2] = { nxt::Face::Back, nxt::Face::Front };
|
||||
if (StencilIsEnabled()) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
for (uint32_t i = 0; i < 2; ++i) {
|
||||
auto& stencil = GetStencil(NXT_FACES[i]);
|
||||
glStencilFuncSeparate(GL_FACES[i],
|
||||
OpenGLCompareFunction(stencil.compareFunction),
|
||||
stencil.reference,
|
||||
stencil.readMask
|
||||
);
|
||||
glStencilOpSeparate(GL_FACES[i],
|
||||
OpenGLStencilOperation(stencil.stencilFail),
|
||||
OpenGLStencilOperation(stencil.depthFail),
|
||||
OpenGLStencilOperation(stencil.stencilPass)
|
||||
);
|
||||
glStencilMaskSeparate(GL_FACES[i], stencil.writeMask);
|
||||
}
|
||||
}
|
||||
else {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
// 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) {
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,175 +1,188 @@
|
|||
// 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/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 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 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;
|
||||
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 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 Apply();
|
||||
|
||||
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_
|
||||
|
|
|
@ -1,213 +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());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
// 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->Apply();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue