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Introduce [Render|Compute]PassEncoder.
This splits off part of CommandBufferBuilder in separate RenderPassEncoder and ComputePassEncoder objects. To match the WebGPU IDL and factor some code, both these encoders inherit from ProgrammablePassEncoder. These encoders are pure frontend objects and record into the CommandBufferBuilder command allocator objects, so no changes to the backends were needed. Error handling is still ew, because the "builder" mechanism we had doesn't allow for "split builders". Nicer error handling will have to wait on Dawn matching WebGPU. All the tests and samples were updated to the new structure. BUG=dawn:5 Change-Id: I5f5d4ad866e2c07fedd1ba7a122258c6610941f1 Reviewed-on: https://dawn-review.googlesource.com/1543 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -460,7 +460,7 @@ namespace {
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// Drawing
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namespace {
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void drawMesh(dawn::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
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void drawMesh(dawn::RenderPassEncoder& pass, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
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for (const auto& iPrim : iMesh.primitives) {
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if (iPrim.mode != gl::Triangles) {
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fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode);
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@@ -484,9 +484,9 @@ namespace {
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}
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}
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const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
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cmd.SetRenderPipeline(material.pipeline);
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cmd.SetBindGroup(0, material.bindGroup0);
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cmd.SetPushConstants(dawn::ShaderStageBit::Vertex,
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pass.SetRenderPipeline(material.pipeline);
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pass.SetBindGroup(0, material.bindGroup0);
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pass.SetPushConstants(dawn::ShaderStageBit::Vertex,
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0, sizeof(u_transform_block) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(&transforms));
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@@ -496,7 +496,7 @@ namespace {
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auto it = iPrim.attributes.find(s.second);
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if (it == iPrim.attributes.end()) {
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uint32_t zero = 0;
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cmd.SetVertexBuffers(slot, 1, &defaultBuffer, &zero);
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pass.SetVertexBuffers(slot, 1, &defaultBuffer, &zero);
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continue;
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}
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const auto& iAccessor = scene.accessors.at(it->second);
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@@ -511,7 +511,7 @@ namespace {
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}
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const auto& oBuffer = buffers.at(iAccessor.bufferView);
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uint32_t iBufferOffset = static_cast<uint32_t>(iAccessor.byteOffset);
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cmd.SetVertexBuffers(slot, 1, &oBuffer, &iBufferOffset);
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pass.SetVertexBuffers(slot, 1, &oBuffer, &iBufferOffset);
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}
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if (!iPrim.indices.empty()) {
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@@ -522,16 +522,16 @@ namespace {
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continue;
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}
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const auto& oIndicesBuffer = buffers.at(iIndices.bufferView);
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cmd.SetIndexBuffer(oIndicesBuffer, static_cast<uint32_t>(iIndices.byteOffset));
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cmd.DrawElements(static_cast<uint32_t>(iIndices.count), 1, 0, 0);
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pass.SetIndexBuffer(oIndicesBuffer, static_cast<uint32_t>(iIndices.byteOffset));
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pass.DrawElements(static_cast<uint32_t>(iIndices.count), 1, 0, 0);
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} else {
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// DrawArrays
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cmd.DrawArrays(vertexCount, 1, 0, 0);
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pass.DrawArrays(vertexCount, 1, 0, 0);
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}
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}
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}
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void drawNode(dawn::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
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void drawNode(dawn::RenderPassEncoder& pass, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
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glm::mat4 model;
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if (node.matrix.size() == 16) {
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model = glm::make_mat4(node.matrix.data());
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@@ -552,10 +552,10 @@ namespace {
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model = parent * model;
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for (const auto& meshID : node.meshes) {
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drawMesh(cmd, scene.meshes[meshID], model);
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drawMesh(pass, scene.meshes[meshID], model);
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}
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for (const auto& child : node.children) {
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drawNode(cmd, scene.nodes.at(child), model);
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drawNode(pass, scene.nodes.at(child), model);
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}
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}
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@@ -565,15 +565,17 @@ namespace {
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene);
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dawn::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderPass)
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.Clone();
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for (const auto& n : defaultSceneNodes) {
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const auto& node = scene.nodes.at(n);
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drawNode(cmd, node);
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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{
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
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for (const auto& n : defaultSceneNodes) {
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const auto& node = scene.nodes.at(n);
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drawNode(pass, node);
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}
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pass.EndPass();
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}
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auto commands = cmd.EndRenderPass()
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.GetResult();
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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swapchain.Present(backbuffer);
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