CommandBufferGL: Iterate per pass
This commit is contained in:
parent
b3bd35ed88
commit
47fe5c52b5
|
@ -84,7 +84,7 @@ namespace backend { namespace opengl {
|
|||
// constants that should be applied before the next draw or dispatch.
|
||||
class PushConstantTracker {
|
||||
public:
|
||||
void OnBeginPass() {
|
||||
PushConstantTracker() {
|
||||
for (auto stage : IterateStages(kAllStages)) {
|
||||
mValues[stage].fill(0);
|
||||
// No need to set dirty bits as a pipeline will be set before the next operation
|
||||
|
@ -152,12 +152,6 @@ namespace backend { namespace opengl {
|
|||
// This means that we have to re-apply these buffers on an InputState change.
|
||||
class InputBufferTracker {
|
||||
public:
|
||||
void OnBeginPass() {
|
||||
// We don't know what happened between this pass and the last one, just reset the
|
||||
// input state so everything gets reapplied.
|
||||
mLastInputState = nullptr;
|
||||
}
|
||||
|
||||
void OnSetIndexBuffer(BufferBase* buffer) {
|
||||
mIndexBufferDirty = true;
|
||||
mIndexBuffer = ToBackend(buffer);
|
||||
|
@ -232,6 +226,60 @@ namespace backend { namespace opengl {
|
|||
InputState* mLastInputState = nullptr;
|
||||
};
|
||||
|
||||
// Handles SetBindGroup commands with the specifics of translating to OpenGL texture and
|
||||
// buffer units
|
||||
void ApplyBindGroup(uint32_t index,
|
||||
BindGroupBase* group,
|
||||
PipelineLayout* pipelineLayout,
|
||||
PipelineGL* pipeline) {
|
||||
const auto& indices = pipelineLayout->GetBindingIndexInfo()[index];
|
||||
const auto& layout = group->GetLayout()->GetBindingInfo();
|
||||
|
||||
for (uint32_t binding : IterateBitSet(layout.mask)) {
|
||||
switch (layout.types[binding]) {
|
||||
case nxt::BindingType::UniformBuffer: {
|
||||
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
|
||||
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
|
||||
GLuint uboIndex = indices[binding];
|
||||
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, view->GetOffset(),
|
||||
view->GetSize());
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::Sampler: {
|
||||
GLuint sampler =
|
||||
ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
|
||||
GLuint samplerIndex = indices[binding];
|
||||
|
||||
for (auto unit : pipeline->GetTextureUnitsForSampler(samplerIndex)) {
|
||||
glBindSampler(unit, sampler);
|
||||
}
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::SampledTexture: {
|
||||
TextureView* view = ToBackend(group->GetBindingAsTextureView(binding));
|
||||
Texture* texture = ToBackend(view->GetTexture());
|
||||
GLuint handle = texture->GetHandle();
|
||||
GLenum target = texture->GetGLTarget();
|
||||
GLuint textureIndex = indices[binding];
|
||||
|
||||
for (auto unit : pipeline->GetTextureUnitsForTexture(textureIndex)) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(target, handle);
|
||||
}
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::StorageBuffer: {
|
||||
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
|
||||
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
|
||||
GLuint ssboIndex = indices[binding];
|
||||
|
||||
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer,
|
||||
view->GetOffset(), view->GetSize());
|
||||
} break;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
|
||||
|
@ -244,136 +292,16 @@ namespace backend { namespace opengl {
|
|||
|
||||
void CommandBuffer::Execute() {
|
||||
Command type;
|
||||
PipelineBase* lastPipeline = nullptr;
|
||||
PipelineGL* lastGLPipeline = nullptr;
|
||||
RenderPipeline* lastRenderPipeline = nullptr;
|
||||
uint32_t indexBufferBaseOffset = 0;
|
||||
|
||||
PersistentPipelineState persistentPipelineState;
|
||||
persistentPipelineState.SetDefaultState();
|
||||
|
||||
PushConstantTracker pushConstants;
|
||||
InputBufferTracker inputBuffers;
|
||||
|
||||
GLuint currentFBO = 0;
|
||||
|
||||
while (mCommands.NextCommandId(&type)) {
|
||||
switch (type) {
|
||||
case Command::BeginComputePass: {
|
||||
mCommands.NextCommand<BeginComputePassCmd>();
|
||||
pushConstants.OnBeginPass();
|
||||
ExecuteComputePass();
|
||||
} break;
|
||||
|
||||
case Command::BeginRenderPass: {
|
||||
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
||||
RenderPassDescriptor* info = ToBackend(cmd->info.Get());
|
||||
|
||||
pushConstants.OnBeginPass();
|
||||
inputBuffers.OnBeginPass();
|
||||
|
||||
// TODO(kainino@chromium.org): This is added to possibly
|
||||
// work around an issue seen on Windows/Intel. It should
|
||||
// break any feedback loop before the clears, even if
|
||||
// there shouldn't be any negative effects from this.
|
||||
// Investigate whether it's actually needed.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
// TODO(kainino@chromium.org): possible future
|
||||
// optimization: create these framebuffers at
|
||||
// Framebuffer build time (or maybe CommandBuffer build
|
||||
// time) so they don't have to be created and destroyed
|
||||
// at draw time.
|
||||
glGenFramebuffers(1, ¤tFBO);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
|
||||
|
||||
// Mapping from attachmentSlot to GL framebuffer
|
||||
// attachment points. Defaults to zero (GL_NONE).
|
||||
std::array<GLenum, kMaxColorAttachments> drawBuffers = {};
|
||||
|
||||
// Construct GL framebuffer
|
||||
|
||||
unsigned int attachmentCount = 0;
|
||||
for (uint32_t i : IterateBitSet(info->GetColorAttachmentMask())) {
|
||||
TextureViewBase* textureView = info->GetColorAttachment(i).view.Get();
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
|
||||
// Attach color buffers.
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
|
||||
GL_TEXTURE_2D, texture, 0);
|
||||
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
||||
attachmentCount = i + 1;
|
||||
|
||||
// TODO(kainino@chromium.org): the color clears (later in
|
||||
// this function) may be undefined for non-normalized integer formats.
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
ASSERT(format == nxt::TextureFormat::R8G8B8A8Unorm ||
|
||||
format == nxt::TextureFormat::R8G8Unorm ||
|
||||
format == nxt::TextureFormat::R8Unorm ||
|
||||
format == nxt::TextureFormat::B8G8R8A8Unorm);
|
||||
}
|
||||
glDrawBuffers(attachmentCount, drawBuffers.data());
|
||||
|
||||
if (info->HasDepthStencilAttachment()) {
|
||||
TextureViewBase* textureView = info->GetDepthStencilAttachment().view.Get();
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
|
||||
// Attach depth/stencil buffer.
|
||||
GLenum glAttachment = 0;
|
||||
// TODO(kainino@chromium.org): it may be valid to just always use
|
||||
// GL_DEPTH_STENCIL_ATTACHMENT here.
|
||||
if (TextureFormatHasDepth(format)) {
|
||||
if (TextureFormatHasStencil(format)) {
|
||||
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
|
||||
} else {
|
||||
glAttachment = GL_DEPTH_ATTACHMENT;
|
||||
}
|
||||
} else {
|
||||
glAttachment = GL_STENCIL_ATTACHMENT;
|
||||
}
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D,
|
||||
texture, 0);
|
||||
|
||||
// TODO(kainino@chromium.org): the depth/stencil clears (later in
|
||||
// this function) may be undefined for other texture formats.
|
||||
ASSERT(format == nxt::TextureFormat::D32FloatS8Uint);
|
||||
}
|
||||
|
||||
// Clear framebuffer attachments as needed
|
||||
|
||||
for (uint32_t i : IterateBitSet(info->GetColorAttachmentMask())) {
|
||||
const auto& attachmentInfo = info->GetColorAttachment(i);
|
||||
|
||||
// Load op - color
|
||||
if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
|
||||
glClearBufferfv(GL_COLOR, i, attachmentInfo.clearColor.data());
|
||||
}
|
||||
}
|
||||
|
||||
if (info->HasDepthStencilAttachment()) {
|
||||
const auto& attachmentInfo = info->GetDepthStencilAttachment();
|
||||
nxt::TextureFormat attachmentFormat =
|
||||
attachmentInfo.view->GetTexture()->GetFormat();
|
||||
|
||||
// Load op - depth/stencil
|
||||
bool doDepthClear = TextureFormatHasDepth(attachmentFormat) &&
|
||||
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||
bool doStencilClear = TextureFormatHasStencil(attachmentFormat) &&
|
||||
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||
if (doDepthClear && doStencilClear) {
|
||||
glClearBufferfi(GL_DEPTH_STENCIL, 0, attachmentInfo.clearDepth,
|
||||
attachmentInfo.clearStencil);
|
||||
} else if (doDepthClear) {
|
||||
glClearBufferfv(GL_DEPTH, 0, &attachmentInfo.clearDepth);
|
||||
} else if (doStencilClear) {
|
||||
const GLint clearStencil = attachmentInfo.clearStencil;
|
||||
glClearBufferiv(GL_STENCIL, 0, &clearStencil);
|
||||
}
|
||||
}
|
||||
|
||||
glBlendColor(0, 0, 0, 0);
|
||||
glViewport(0, 0, info->GetWidth(), info->GetHeight());
|
||||
glScissor(0, 0, info->GetWidth(), info->GetHeight());
|
||||
ExecuteRenderPass(ToBackend(cmd->info.Get()));
|
||||
} break;
|
||||
|
||||
case Command::CopyBufferToBuffer: {
|
||||
|
@ -446,26 +374,212 @@ namespace backend { namespace opengl {
|
|||
glDeleteFramebuffers(1, &readFBO);
|
||||
} break;
|
||||
|
||||
case Command::TransitionBufferUsage: {
|
||||
TransitionBufferUsageCmd* cmd =
|
||||
mCommands.NextCommand<TransitionBufferUsageCmd>();
|
||||
|
||||
cmd->buffer->UpdateUsageInternal(cmd->usage);
|
||||
} break;
|
||||
|
||||
case Command::TransitionTextureUsage: {
|
||||
TransitionTextureUsageCmd* cmd =
|
||||
mCommands.NextCommand<TransitionTextureUsageCmd>();
|
||||
|
||||
cmd->texture->UpdateUsageInternal(cmd->usage);
|
||||
} break;
|
||||
|
||||
default: { UNREACHABLE(); } break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CommandBuffer::ExecuteComputePass() {
|
||||
PushConstantTracker pushConstants;
|
||||
ComputePipeline* lastPipeline = nullptr;
|
||||
|
||||
Command type;
|
||||
while (mCommands.NextCommandId(&type)) {
|
||||
switch (type) {
|
||||
case Command::EndComputePass: {
|
||||
mCommands.NextCommand<EndComputePassCmd>();
|
||||
return;
|
||||
} break;
|
||||
|
||||
case Command::Dispatch: {
|
||||
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
||||
pushConstants.Apply(lastPipeline, lastGLPipeline);
|
||||
pushConstants.Apply(lastPipeline, lastPipeline);
|
||||
glDispatchCompute(dispatch->x, dispatch->y, dispatch->z);
|
||||
// TODO(cwallez@chromium.org): add barriers to the API
|
||||
glMemoryBarrier(GL_ALL_BARRIER_BITS);
|
||||
} break;
|
||||
|
||||
case Command::SetComputePipeline: {
|
||||
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
||||
lastPipeline = ToBackend(cmd->pipeline).Get();
|
||||
|
||||
lastPipeline->ApplyNow();
|
||||
pushConstants.OnSetPipeline(lastPipeline);
|
||||
} break;
|
||||
|
||||
case Command::SetPushConstants: {
|
||||
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
|
||||
uint32_t* data = mCommands.NextData<uint32_t>(cmd->count);
|
||||
pushConstants.OnSetPushConstants(cmd->stages, cmd->count, cmd->offset, data);
|
||||
} break;
|
||||
|
||||
case Command::SetBindGroup: {
|
||||
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
||||
ApplyBindGroup(cmd->index, cmd->group.Get(),
|
||||
ToBackend(lastPipeline->GetLayout()), lastPipeline);
|
||||
} break;
|
||||
|
||||
default: { UNREACHABLE(); } break;
|
||||
}
|
||||
}
|
||||
|
||||
// EndComputePass should have been called
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
void CommandBuffer::ExecuteRenderPass(RenderPassDescriptorBase* renderPass) {
|
||||
GLuint fbo = 0;
|
||||
|
||||
// Create the framebuffer used for this render pass and calls the correct glDrawBuffers
|
||||
{
|
||||
// TODO(kainino@chromium.org): This is added to possibly work around an issue seen on
|
||||
// Windows/Intel. It should break any feedback loop before the clears, even if there
|
||||
// shouldn't be any negative effects from this. Investigate whether it's actually
|
||||
// needed.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
// TODO(kainino@chromium.org): possible future optimization: create these framebuffers
|
||||
// at Framebuffer build time (or maybe CommandBuffer build time) so they don't have to
|
||||
// be created and destroyed at draw time.
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
|
||||
|
||||
// Mapping from attachmentSlot to GL framebuffer attachment points. Defaults to zero
|
||||
// (GL_NONE).
|
||||
std::array<GLenum, kMaxColorAttachments> drawBuffers = {};
|
||||
|
||||
// Construct GL framebuffer
|
||||
|
||||
unsigned int attachmentCount = 0;
|
||||
for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
|
||||
TextureViewBase* textureView = renderPass->GetColorAttachment(i).view.Get();
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
|
||||
// Attach color buffers.
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
|
||||
texture, 0);
|
||||
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
||||
attachmentCount = i + 1;
|
||||
|
||||
// TODO(kainino@chromium.org): the color clears (later in
|
||||
// this function) may be undefined for non-normalized integer formats.
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
ASSERT(format == nxt::TextureFormat::R8G8B8A8Unorm ||
|
||||
format == nxt::TextureFormat::R8G8Unorm ||
|
||||
format == nxt::TextureFormat::R8Unorm ||
|
||||
format == nxt::TextureFormat::B8G8R8A8Unorm);
|
||||
}
|
||||
glDrawBuffers(attachmentCount, drawBuffers.data());
|
||||
|
||||
if (renderPass->HasDepthStencilAttachment()) {
|
||||
TextureViewBase* textureView = renderPass->GetDepthStencilAttachment().view.Get();
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
|
||||
// Attach depth/stencil buffer.
|
||||
GLenum glAttachment = 0;
|
||||
// TODO(kainino@chromium.org): it may be valid to just always use
|
||||
// GL_DEPTH_STENCIL_ATTACHMENT here.
|
||||
if (TextureFormatHasDepth(format)) {
|
||||
if (TextureFormatHasStencil(format)) {
|
||||
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
|
||||
} else {
|
||||
glAttachment = GL_DEPTH_ATTACHMENT;
|
||||
}
|
||||
} else {
|
||||
glAttachment = GL_STENCIL_ATTACHMENT;
|
||||
}
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D, texture,
|
||||
0);
|
||||
|
||||
// TODO(kainino@chromium.org): the depth/stencil clears (later in
|
||||
// this function) may be undefined for other texture formats.
|
||||
ASSERT(format == nxt::TextureFormat::D32FloatS8Uint);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear framebuffer attachments as needed
|
||||
{
|
||||
for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
|
||||
const auto& attachmentInfo = renderPass->GetColorAttachment(i);
|
||||
|
||||
// Load op - color
|
||||
if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
|
||||
glClearBufferfv(GL_COLOR, i, attachmentInfo.clearColor.data());
|
||||
}
|
||||
}
|
||||
|
||||
if (renderPass->HasDepthStencilAttachment()) {
|
||||
const auto& attachmentInfo = renderPass->GetDepthStencilAttachment();
|
||||
nxt::TextureFormat attachmentFormat =
|
||||
attachmentInfo.view->GetTexture()->GetFormat();
|
||||
|
||||
// Load op - depth/stencil
|
||||
bool doDepthClear = TextureFormatHasDepth(attachmentFormat) &&
|
||||
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||
bool doStencilClear = TextureFormatHasStencil(attachmentFormat) &&
|
||||
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||
if (doDepthClear && doStencilClear) {
|
||||
glClearBufferfi(GL_DEPTH_STENCIL, 0, attachmentInfo.clearDepth,
|
||||
attachmentInfo.clearStencil);
|
||||
} else if (doDepthClear) {
|
||||
glClearBufferfv(GL_DEPTH, 0, &attachmentInfo.clearDepth);
|
||||
} else if (doStencilClear) {
|
||||
const GLint clearStencil = attachmentInfo.clearStencil;
|
||||
glClearBufferiv(GL_STENCIL, 0, &clearStencil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RenderPipeline* lastPipeline = nullptr;
|
||||
uint32_t indexBufferBaseOffset = 0;
|
||||
|
||||
PersistentPipelineState persistentPipelineState;
|
||||
|
||||
PushConstantTracker pushConstants;
|
||||
InputBufferTracker inputBuffers;
|
||||
|
||||
// Set defaults for dynamic state
|
||||
persistentPipelineState.SetDefaultState();
|
||||
glBlendColor(0, 0, 0, 0);
|
||||
glViewport(0, 0, renderPass->GetWidth(), renderPass->GetHeight());
|
||||
glScissor(0, 0, renderPass->GetWidth(), renderPass->GetHeight());
|
||||
|
||||
Command type;
|
||||
while (mCommands.NextCommandId(&type)) {
|
||||
switch (type) {
|
||||
case Command::EndRenderPass: {
|
||||
mCommands.NextCommand<EndRenderPassCmd>();
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
return;
|
||||
} break;
|
||||
|
||||
case Command::DrawArrays: {
|
||||
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
|
||||
pushConstants.Apply(lastPipeline, lastGLPipeline);
|
||||
pushConstants.Apply(lastPipeline, lastPipeline);
|
||||
inputBuffers.Apply();
|
||||
|
||||
if (draw->firstInstance > 0) {
|
||||
glDrawArraysInstancedBaseInstance(
|
||||
lastRenderPipeline->GetGLPrimitiveTopology(), draw->firstVertex,
|
||||
draw->vertexCount, draw->instanceCount, draw->firstInstance);
|
||||
glDrawArraysInstancedBaseInstance(lastPipeline->GetGLPrimitiveTopology(),
|
||||
draw->firstVertex, draw->vertexCount,
|
||||
draw->instanceCount, draw->firstInstance);
|
||||
} else {
|
||||
// This branch is only needed on OpenGL < 4.2
|
||||
glDrawArraysInstanced(lastRenderPipeline->GetGLPrimitiveTopology(),
|
||||
glDrawArraysInstanced(lastPipeline->GetGLPrimitiveTopology(),
|
||||
draw->firstVertex, draw->vertexCount,
|
||||
draw->instanceCount);
|
||||
}
|
||||
|
@ -473,58 +587,36 @@ namespace backend { namespace opengl {
|
|||
|
||||
case Command::DrawElements: {
|
||||
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
|
||||
pushConstants.Apply(lastPipeline, lastGLPipeline);
|
||||
pushConstants.Apply(lastPipeline, lastPipeline);
|
||||
inputBuffers.Apply();
|
||||
|
||||
nxt::IndexFormat indexFormat = lastRenderPipeline->GetIndexFormat();
|
||||
nxt::IndexFormat indexFormat = lastPipeline->GetIndexFormat();
|
||||
size_t formatSize = IndexFormatSize(indexFormat);
|
||||
GLenum formatType = IndexFormatType(indexFormat);
|
||||
|
||||
if (draw->firstInstance > 0) {
|
||||
glDrawElementsInstancedBaseInstance(
|
||||
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
|
||||
formatType,
|
||||
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, formatType,
|
||||
reinterpret_cast<void*>(draw->firstIndex * formatSize +
|
||||
indexBufferBaseOffset),
|
||||
draw->instanceCount, draw->firstInstance);
|
||||
} else {
|
||||
// This branch is only needed on OpenGL < 4.2
|
||||
glDrawElementsInstanced(
|
||||
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
|
||||
formatType,
|
||||
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, formatType,
|
||||
reinterpret_cast<void*>(draw->firstIndex * formatSize +
|
||||
indexBufferBaseOffset),
|
||||
draw->instanceCount);
|
||||
}
|
||||
} break;
|
||||
|
||||
case Command::EndComputePass: {
|
||||
mCommands.NextCommand<EndComputePassCmd>();
|
||||
} break;
|
||||
|
||||
case Command::EndRenderPass: {
|
||||
mCommands.NextCommand<EndRenderPassCmd>();
|
||||
glDeleteFramebuffers(1, ¤tFBO);
|
||||
currentFBO = 0;
|
||||
} break;
|
||||
|
||||
case Command::SetComputePipeline: {
|
||||
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
||||
ToBackend(cmd->pipeline)->ApplyNow();
|
||||
lastGLPipeline = ToBackend(cmd->pipeline).Get();
|
||||
lastPipeline = ToBackend(cmd->pipeline).Get();
|
||||
pushConstants.OnSetPipeline(lastPipeline);
|
||||
} break;
|
||||
|
||||
case Command::SetRenderPipeline: {
|
||||
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
|
||||
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
|
||||
lastRenderPipeline = ToBackend(cmd->pipeline).Get();
|
||||
lastGLPipeline = ToBackend(cmd->pipeline).Get();
|
||||
lastPipeline = ToBackend(cmd->pipeline).Get();
|
||||
lastPipeline->ApplyNow(persistentPipelineState);
|
||||
|
||||
pushConstants.OnSetPipeline(lastPipeline);
|
||||
inputBuffers.OnSetPipeline(lastRenderPipeline);
|
||||
inputBuffers.OnSetPipeline(lastPipeline);
|
||||
} break;
|
||||
|
||||
case Command::SetPushConstants: {
|
||||
|
@ -550,62 +642,8 @@ namespace backend { namespace opengl {
|
|||
|
||||
case Command::SetBindGroup: {
|
||||
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
||||
size_t groupIndex = cmd->index;
|
||||
BindGroup* group = ToBackend(cmd->group.Get());
|
||||
|
||||
const auto& indices =
|
||||
ToBackend(lastPipeline->GetLayout())->GetBindingIndexInfo()[groupIndex];
|
||||
const auto& layout = group->GetLayout()->GetBindingInfo();
|
||||
|
||||
for (uint32_t binding : IterateBitSet(layout.mask)) {
|
||||
switch (layout.types[binding]) {
|
||||
case nxt::BindingType::UniformBuffer: {
|
||||
BufferView* view =
|
||||
ToBackend(group->GetBindingAsBufferView(binding));
|
||||
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
|
||||
GLuint uboIndex = indices[binding];
|
||||
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer,
|
||||
view->GetOffset(), view->GetSize());
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::Sampler: {
|
||||
GLuint sampler =
|
||||
ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
|
||||
GLuint samplerIndex = indices[binding];
|
||||
|
||||
for (auto unit :
|
||||
lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) {
|
||||
glBindSampler(unit, sampler);
|
||||
}
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::SampledTexture: {
|
||||
TextureView* view =
|
||||
ToBackend(group->GetBindingAsTextureView(binding));
|
||||
Texture* texture = ToBackend(view->GetTexture());
|
||||
GLuint handle = texture->GetHandle();
|
||||
GLenum target = texture->GetGLTarget();
|
||||
GLuint textureIndex = indices[binding];
|
||||
|
||||
for (auto unit :
|
||||
lastGLPipeline->GetTextureUnitsForTexture(textureIndex)) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(target, handle);
|
||||
}
|
||||
} break;
|
||||
|
||||
case nxt::BindingType::StorageBuffer: {
|
||||
BufferView* view =
|
||||
ToBackend(group->GetBindingAsBufferView(binding));
|
||||
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
|
||||
GLuint ssboIndex = indices[binding];
|
||||
|
||||
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer,
|
||||
view->GetOffset(), view->GetSize());
|
||||
} break;
|
||||
}
|
||||
}
|
||||
ApplyBindGroup(cmd->index, cmd->group.Get(),
|
||||
ToBackend(lastPipeline->GetLayout()), lastPipeline);
|
||||
} break;
|
||||
|
||||
case Command::SetIndexBuffer: {
|
||||
|
@ -621,25 +659,12 @@ namespace backend { namespace opengl {
|
|||
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
|
||||
} break;
|
||||
|
||||
case Command::TransitionBufferUsage: {
|
||||
TransitionBufferUsageCmd* cmd =
|
||||
mCommands.NextCommand<TransitionBufferUsageCmd>();
|
||||
|
||||
cmd->buffer->UpdateUsageInternal(cmd->usage);
|
||||
} break;
|
||||
|
||||
case Command::TransitionTextureUsage: {
|
||||
TransitionTextureUsageCmd* cmd =
|
||||
mCommands.NextCommand<TransitionTextureUsageCmd>();
|
||||
|
||||
cmd->texture->UpdateUsageInternal(cmd->usage);
|
||||
} break;
|
||||
default: { UNREACHABLE(); } break;
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: cleanup a tiny bit of state to make this work with
|
||||
// virtualized contexts enabled in Chromium
|
||||
glBindSampler(0, 0);
|
||||
// EndRenderPass should have been called
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
}} // namespace backend::opengl
|
||||
|
|
|
@ -18,6 +18,10 @@
|
|||
#include "backend/CommandAllocator.h"
|
||||
#include "backend/CommandBuffer.h"
|
||||
|
||||
namespace backend {
|
||||
class RenderPassDescriptorBase;
|
||||
} // namespace backend
|
||||
|
||||
namespace backend { namespace opengl {
|
||||
|
||||
class Device;
|
||||
|
@ -30,6 +34,9 @@ namespace backend { namespace opengl {
|
|||
void Execute();
|
||||
|
||||
private:
|
||||
void ExecuteComputePass();
|
||||
void ExecuteRenderPass(RenderPassDescriptorBase* renderPass);
|
||||
|
||||
CommandIterator mCommands;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue