Format: src/backend/opengl

This commit is contained in:
Corentin Wallez 2017-11-24 14:16:15 -05:00 committed by Corentin Wallez
parent 1aa4d5604f
commit c7807abf04
31 changed files with 821 additions and 891 deletions

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@ -17,8 +17,7 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
#include "common/Assert.h" #include "common/Assert.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
GLenum GLBlendFactor(nxt::BlendFactor factor, bool alpha) { GLenum GLBlendFactor(nxt::BlendFactor factor, bool alpha) {
@ -70,7 +69,7 @@ namespace opengl {
UNREACHABLE(); UNREACHABLE();
} }
} }
} } // namespace
BlendState::BlendState(BlendStateBuilder* builder) : BlendStateBase(builder) { BlendState::BlendState(BlendStateBuilder* builder) : BlendStateBase(builder) {
} }
@ -80,10 +79,13 @@ namespace opengl {
if (info.blendEnabled) { if (info.blendEnabled) {
glEnablei(GL_BLEND, attachment); glEnablei(GL_BLEND, attachment);
glBlendEquationSeparatei(attachment, GLBlendMode(info.colorBlend.operation), GLBlendMode(info.alphaBlend.operation)); glBlendEquationSeparatei(attachment, GLBlendMode(info.colorBlend.operation),
glBlendFuncSeparatei(attachment, GLBlendFactor(info.colorBlend.srcFactor, false), GLBlendFactor(info.colorBlend.dstFactor, false), GLBlendFactor(info.alphaBlend.srcFactor, true), GLBlendFactor(info.alphaBlend.dstFactor, true)); GLBlendMode(info.alphaBlend.operation));
glColorMaski(attachment, glBlendFuncSeparatei(attachment, GLBlendFactor(info.colorBlend.srcFactor, false),
info.colorWriteMask & nxt::ColorWriteMask::Red, GLBlendFactor(info.colorBlend.dstFactor, false),
GLBlendFactor(info.alphaBlend.srcFactor, true),
GLBlendFactor(info.alphaBlend.dstFactor, true));
glColorMaski(attachment, info.colorWriteMask & nxt::ColorWriteMask::Red,
info.colorWriteMask & nxt::ColorWriteMask::Green, info.colorWriteMask & nxt::ColorWriteMask::Green,
info.colorWriteMask & nxt::ColorWriteMask::Blue, info.colorWriteMask & nxt::ColorWriteMask::Blue,
info.colorWriteMask & nxt::ColorWriteMask::Alpha); info.colorWriteMask & nxt::ColorWriteMask::Alpha);
@ -92,5 +94,4 @@ namespace opengl {
} }
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class BlendState : public BlendStateBase { class BlendState : public BlendStateBase {
public: public:
@ -29,7 +28,6 @@ namespace opengl {
void ApplyNow(uint32_t attachment); void ApplyNow(uint32_t attachment);
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_BLENDSTATED3D12_H_ #endif // BACKEND_OPENGL_BLENDSTATED3D12_H_

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@ -16,13 +16,11 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
// Buffer // Buffer
Buffer::Buffer(BufferBuilder* builder) Buffer::Buffer(BufferBuilder* builder) : BufferBase(builder) {
: BufferBase(builder) {
glGenBuffers(1, &mBuffer); glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer); glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
@ -40,7 +38,8 @@ namespace opengl {
void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) { void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
// TODO(cwallez@chromium.org): this does GPU->CPU synchronization, we could require a high // TODO(cwallez@chromium.org): this does GPU->CPU synchronization, we could require a high
// version of OpenGL that would let us map the buffer unsynchronized. // version of OpenGL that would let us map the buffer unsynchronized.
// TODO(cwallez@chromium.org): this crashes on Mac NVIDIA, use GetBufferSubData there instead? // TODO(cwallez@chromium.org): this crashes on Mac NVIDIA, use GetBufferSubData there
// instead?
glBindBuffer(GL_ARRAY_BUFFER, mBuffer); glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
void* data = glMapBufferRange(GL_ARRAY_BUFFER, start, count, GL_MAP_READ_BIT); void* data = glMapBufferRange(GL_ARRAY_BUFFER, start, count, GL_MAP_READ_BIT);
CallMapReadCallback(serial, NXT_BUFFER_MAP_READ_STATUS_SUCCESS, data); CallMapReadCallback(serial, NXT_BUFFER_MAP_READ_STATUS_SUCCESS, data);
@ -56,9 +55,7 @@ namespace opengl {
// BufferView // BufferView
BufferView::BufferView(BufferViewBuilder* builder) BufferView::BufferView(BufferViewBuilder* builder) : BufferViewBase(builder) {
: BufferViewBase(builder) {
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -34,7 +33,8 @@ namespace opengl {
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override; void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override; void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
void UnmapImpl() override; void UnmapImpl() override;
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override; void TransitionUsageImpl(nxt::BufferUsageBit currentUsage,
nxt::BufferUsageBit targetUsage) override;
GLuint mBuffer = 0; GLuint mBuffer = 0;
}; };
@ -44,7 +44,6 @@ namespace opengl {
BufferView(BufferViewBuilder* builder); BufferView(BufferViewBuilder* builder);
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_BUFFERGL_H_ #endif // BACKEND_OPENGL_BUFFERGL_H_

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@ -27,8 +27,7 @@
#include <cstring> #include <cstring>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
@ -55,12 +54,12 @@ namespace opengl {
} }
} }
// Push constants are implemented using OpenGL uniforms, however they aren't part of the global // Push constants are implemented using OpenGL uniforms, however they aren't part of the
// OpenGL state but are part of the program state instead. This means that we have to reapply // global OpenGL state but are part of the program state instead. This means that we have to
// push constants on pipeline change. // reapply push constants on pipeline change.
// //
// This structure tracks the current values of push constants as well as dirty bits for push constants // This structure tracks the current values of push constants as well as dirty bits for push
// that should be applied before the next draw or dispatch. // constants that should be applied before the next draw or dispatch.
class PushConstantTracker { class PushConstantTracker {
public: public:
void OnBeginPass() { void OnBeginPass() {
@ -71,8 +70,10 @@ namespace opengl {
} }
} }
void OnSetPushConstants(nxt::ShaderStageBit stages, uint32_t count, void OnSetPushConstants(nxt::ShaderStageBit stages,
uint32_t offset, const uint32_t* data) { uint32_t count,
uint32_t offset,
const uint32_t* data) {
for (auto stage : IterateStages(stages)) { for (auto stage : IterateStages(stages)) {
memcpy(&mValues[stage][offset], data, count * sizeof(uint32_t)); memcpy(&mValues[stage][offset], data, count * sizeof(uint32_t));
@ -93,17 +94,21 @@ namespace opengl {
const auto& pushConstants = pipeline->GetPushConstants(stage); const auto& pushConstants = pipeline->GetPushConstants(stage);
const auto& glPushConstants = glPipeline->GetGLPushConstants(stage); const auto& glPushConstants = glPipeline->GetGLPushConstants(stage);
for (uint32_t constant : IterateBitSet(mDirtyBits[stage] & pushConstants.mask)) { for (uint32_t constant :
IterateBitSet(mDirtyBits[stage] & pushConstants.mask)) {
GLint location = glPushConstants[constant]; GLint location = glPushConstants[constant];
switch (pushConstants.types[constant]) { switch (pushConstants.types[constant]) {
case PushConstantType::Int: case PushConstantType::Int:
glUniform1i(location, *reinterpret_cast<GLint*>(&mValues[stage][constant])); glUniform1i(location,
*reinterpret_cast<GLint*>(&mValues[stage][constant]));
break; break;
case PushConstantType::UInt: case PushConstantType::UInt:
glUniform1ui(location, *reinterpret_cast<GLuint*>(&mValues[stage][constant])); glUniform1ui(location,
*reinterpret_cast<GLuint*>(&mValues[stage][constant]));
break; break;
case PushConstantType::Float: case PushConstantType::Float:
glUniform1f(location, *reinterpret_cast<GLfloat*>(&mValues[stage][constant])); glUniform1f(location,
*reinterpret_cast<GLfloat*>(&mValues[stage][constant]));
break; break;
} }
} }
@ -117,9 +122,9 @@ namespace opengl {
PerStage<std::bitset<kMaxPushConstants>> mDirtyBits; PerStage<std::bitset<kMaxPushConstants>> mDirtyBits;
}; };
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that corresponds to an // Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
// InputState. On the contrary in NXT they are part of the global state. This means that we have to // corresponds to an InputState. On the contrary in NXT they are part of the global state.
// re-apply these buffers on an InputState change. // This means that we have to re-apply these buffers on an InputState change.
class InputBufferTracker { class InputBufferTracker {
public: public:
void OnBeginPass() { void OnBeginPass() {
@ -133,7 +138,10 @@ namespace opengl {
mIndexBuffer = ToBackend(buffer); mIndexBuffer = ToBackend(buffer);
} }
void OnSetVertexBuffers(uint32_t startSlot, uint32_t count, Ref<BufferBase>* buffers, uint32_t* offsets) { void OnSetVertexBuffers(uint32_t startSlot,
uint32_t count,
Ref<BufferBase>* buffers,
uint32_t* offsets) {
for (uint32_t i = 0; i < count; ++i) { for (uint32_t i = 0; i < count; ++i) {
uint32_t slot = startSlot + i; uint32_t slot = startSlot + i;
mVertexBuffers[slot] = ToBackend(buffers[i].Get()); mVertexBuffers[slot] = ToBackend(buffers[i].Get());
@ -163,8 +171,10 @@ namespace opengl {
mIndexBufferDirty = false; mIndexBufferDirty = false;
} }
for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) { for (uint32_t slot :
for (uint32_t location : IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) { IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) {
for (uint32_t location :
IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) {
auto attribute = mLastInputState->GetAttribute(location); auto attribute = mLastInputState->GetAttribute(location);
GLuint buffer = mVertexBuffers[slot]->GetHandle(); GLuint buffer = mVertexBuffers[slot]->GetHandle();
@ -176,9 +186,9 @@ namespace opengl {
glBindBuffer(GL_ARRAY_BUFFER, buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer( glVertexAttribPointer(
location, components, formatType, GL_FALSE, location, components, formatType, GL_FALSE, input.stride,
input.stride, reinterpret_cast<void*>(
reinterpret_cast<void*>(static_cast<intptr_t>(offset + attribute.offset))); static_cast<intptr_t>(offset + attribute.offset)));
} }
} }
@ -196,7 +206,7 @@ namespace opengl {
InputState* mLastInputState = nullptr; InputState* mLastInputState = nullptr;
}; };
} } // namespace
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder) CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder), mCommands(builder->AcquireCommands()) { : CommandBufferBase(builder), mCommands(builder->AcquireCommands()) {
@ -224,26 +234,21 @@ namespace opengl {
uint32_t currentSubpass = 0; uint32_t currentSubpass = 0;
GLuint currentFBO = 0; GLuint currentFBO = 0;
while(mCommands.NextCommandId(&type)) { while (mCommands.NextCommandId(&type)) {
switch (type) { switch (type) {
case Command::BeginComputePass: case Command::BeginComputePass: {
{
mCommands.NextCommand<BeginComputePassCmd>(); mCommands.NextCommand<BeginComputePassCmd>();
pushConstants.OnBeginPass(); pushConstants.OnBeginPass();
} } break;
break;
case Command::BeginRenderPass: case Command::BeginRenderPass: {
{
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>(); auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(cmd->renderPass.Get()); currentRenderPass = ToBackend(cmd->renderPass.Get());
currentFramebuffer = ToBackend(cmd->framebuffer.Get()); currentFramebuffer = ToBackend(cmd->framebuffer.Get());
currentSubpass = 0; currentSubpass = 0;
} } break;
break;
case Command::BeginRenderSubpass: case Command::BeginRenderSubpass: {
{
mCommands.NextCommand<BeginRenderSubpassCmd>(); mCommands.NextCommand<BeginRenderSubpassCmd>();
pushConstants.OnBeginPass(); pushConstants.OnBeginPass();
inputBuffers.OnBeginPass(); inputBuffers.OnBeginPass();
@ -278,15 +283,15 @@ namespace opengl {
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle(); GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
// Attach color buffers. // Attach color buffers.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + location,
GL_COLOR_ATTACHMENT0 + location,
GL_TEXTURE_2D, texture, 0); GL_TEXTURE_2D, texture, 0);
drawBuffers[location] = GL_COLOR_ATTACHMENT0 + location; drawBuffers[location] = GL_COLOR_ATTACHMENT0 + location;
attachmentCount = location + 1; attachmentCount = location + 1;
// TODO(kainino@chromium.org): the color clears (later in // TODO(kainino@chromium.org): the color clears (later in
// this function) may be undefined for other texture formats. // this function) may be undefined for other texture formats.
ASSERT(textureView->GetTexture()->GetFormat() == nxt::TextureFormat::R8G8B8A8Unorm); ASSERT(textureView->GetTexture()->GetFormat() ==
nxt::TextureFormat::R8G8B8A8Unorm);
} }
glDrawBuffers(attachmentCount, drawBuffers.data()); glDrawBuffers(attachmentCount, drawBuffers.data());
@ -299,7 +304,8 @@ namespace opengl {
// Attach depth/stencil buffer. // Attach depth/stencil buffer.
GLenum glAttachment = 0; GLenum glAttachment = 0;
// TODO(kainino@chromium.org): it may be valid to just always use GL_DEPTH_STENCIL_ATTACHMENT here. // TODO(kainino@chromium.org): it may be valid to just always use
// GL_DEPTH_STENCIL_ATTACHMENT here.
if (TextureFormatHasDepth(format)) { if (TextureFormatHasDepth(format)) {
if (TextureFormatHasStencil(format)) { if (TextureFormatHasStencil(format)) {
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT; glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
@ -310,7 +316,8 @@ namespace opengl {
glAttachment = GL_STENCIL_ATTACHMENT; glAttachment = GL_STENCIL_ATTACHMENT;
} }
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D,
texture, 0);
// TODO(kainino@chromium.org): the depth/stencil clears (later in // TODO(kainino@chromium.org): the depth/stencil clears (later in
// this function) may be undefined for other texture formats. // this function) may be undefined for other texture formats.
@ -321,7 +328,8 @@ namespace opengl {
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) { for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
uint32_t attachmentSlot = subpass.colorAttachments[location]; uint32_t attachmentSlot = subpass.colorAttachments[location];
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot); const auto& attachmentInfo =
currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use // Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) { if (attachmentInfo.firstSubpass == currentSubpass) {
@ -335,15 +343,18 @@ namespace opengl {
if (subpass.depthStencilAttachmentSet) { if (subpass.depthStencilAttachmentSet) {
uint32_t attachmentSlot = subpass.depthStencilAttachment; uint32_t attachmentSlot = subpass.depthStencilAttachment;
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot); const auto& attachmentInfo =
currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use // Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) { if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - depth/stencil // Load op - depth/stencil
const auto& clear = currentFramebuffer->GetClearDepthStencil(subpass.depthStencilAttachment); const auto& clear = currentFramebuffer->GetClearDepthStencil(
subpass.depthStencilAttachment);
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) && bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear); (attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) && bool doStencilClear =
TextureFormatHasStencil(attachmentInfo.format) &&
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear); (attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
if (doDepthClear && doStencilClear) { if (doDepthClear && doStencilClear) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, clear.depth, clear.stencil); glClearBufferfi(GL_DEPTH_STENCIL, 0, clear.depth, clear.stencil);
@ -357,27 +368,25 @@ namespace opengl {
} }
glBlendColor(0, 0, 0, 0); glBlendColor(0, 0, 0, 0);
glViewport(0, 0, currentFramebuffer->GetWidth(), currentFramebuffer->GetHeight()); glViewport(0, 0, currentFramebuffer->GetWidth(),
} currentFramebuffer->GetHeight());
break; } break;
case Command::CopyBufferToBuffer: case Command::CopyBufferToBuffer: {
{
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>(); CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
auto& src = copy->source; auto& src = copy->source;
auto& dst = copy->destination; auto& dst = copy->destination;
glBindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(src.buffer)->GetHandle()); glBindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(src.buffer)->GetHandle());
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ToBackend(dst.buffer)->GetHandle()); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ToBackend(dst.buffer)->GetHandle());
glCopyBufferSubData(GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, src.offset, dst.offset, copy->size); glCopyBufferSubData(GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, src.offset,
dst.offset, copy->size);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
} } break;
break;
case Command::CopyBufferToTexture: case Command::CopyBufferToTexture: {
{
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>(); CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
auto& src = copy->source; auto& src = copy->source;
auto& dst = copy->destination; auto& dst = copy->destination;
@ -391,17 +400,16 @@ namespace opengl {
glBindTexture(target, texture->GetHandle()); glBindTexture(target, texture->GetHandle());
ASSERT(texture->GetDimension() == nxt::TextureDimension::e2D); ASSERT(texture->GetDimension() == nxt::TextureDimension::e2D);
glPixelStorei(GL_UNPACK_ROW_LENGTH, copy->rowPitch / TextureFormatPixelSize(texture->GetFormat())); glPixelStorei(GL_UNPACK_ROW_LENGTH,
copy->rowPitch / TextureFormatPixelSize(texture->GetFormat()));
glTexSubImage2D(target, dst.level, dst.x, dst.y, dst.width, dst.height, glTexSubImage2D(target, dst.level, dst.x, dst.y, dst.width, dst.height,
format.format, format.type, format.format, format.type,
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset))); reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
} } break;
break;
case Command::CopyTextureToBuffer: case Command::CopyTextureToBuffer: {
{
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>(); CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
auto& src = copy->source; auto& src = copy->source;
auto& dst = copy->destination; auto& dst = copy->destination;
@ -422,46 +430,44 @@ namespace opengl {
texture->GetHandle(), src.level); texture->GetHandle(), src.level);
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle()); glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
glPixelStorei(GL_PACK_ROW_LENGTH, copy->rowPitch / TextureFormatPixelSize(texture->GetFormat())); glPixelStorei(GL_PACK_ROW_LENGTH,
copy->rowPitch / TextureFormatPixelSize(texture->GetFormat()));
ASSERT(src.depth == 1 && src.z == 0); ASSERT(src.depth == 1 && src.z == 0);
void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset)); void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset));
glReadPixels(src.x, src.y, src.width, src.height, format.format, format.type, offset); glReadPixels(src.x, src.y, src.width, src.height, format.format, format.type,
offset);
glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteFramebuffers(1, &readFBO); glDeleteFramebuffers(1, &readFBO);
} } break;
break;
case Command::Dispatch: case Command::Dispatch: {
{
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>(); DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline); pushConstants.Apply(lastPipeline, lastGLPipeline);
glDispatchCompute(dispatch->x, dispatch->y, dispatch->z); glDispatchCompute(dispatch->x, dispatch->y, dispatch->z);
// TODO(cwallez@chromium.org): add barriers to the API // TODO(cwallez@chromium.org): add barriers to the API
glMemoryBarrier(GL_ALL_BARRIER_BITS); glMemoryBarrier(GL_ALL_BARRIER_BITS);
} } break;
break;
case Command::DrawArrays: case Command::DrawArrays: {
{
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>(); DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline); pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply(); inputBuffers.Apply();
if (draw->firstInstance > 0) { if (draw->firstInstance > 0) {
glDrawArraysInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(), glDrawArraysInstancedBaseInstance(
draw->firstVertex, draw->vertexCount, draw->instanceCount, draw->firstInstance); lastRenderPipeline->GetGLPrimitiveTopology(), draw->firstVertex,
draw->vertexCount, draw->instanceCount, draw->firstInstance);
} else { } else {
// This branch is only needed on OpenGL < 4.2 // This branch is only needed on OpenGL < 4.2
glDrawArraysInstanced(lastRenderPipeline->GetGLPrimitiveTopology(), glDrawArraysInstanced(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->firstVertex, draw->vertexCount, draw->instanceCount); draw->firstVertex, draw->vertexCount,
draw->instanceCount);
} }
} } break;
break;
case Command::DrawElements: case Command::DrawElements: {
{
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>(); DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline); pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply(); inputBuffers.Apply();
@ -471,53 +477,47 @@ namespace opengl {
GLenum formatType = IndexFormatType(indexFormat); GLenum formatType = IndexFormatType(indexFormat);
if (draw->firstInstance > 0) { if (draw->firstInstance > 0) {
glDrawElementsInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(), glDrawElementsInstancedBaseInstance(
draw->indexCount, formatType, lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset), formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
draw->instanceCount, draw->firstInstance); draw->instanceCount, draw->firstInstance);
} else { } else {
// This branch is only needed on OpenGL < 4.2 // This branch is only needed on OpenGL < 4.2
glDrawElementsInstanced(lastRenderPipeline->GetGLPrimitiveTopology(), glDrawElementsInstanced(
draw->indexCount, formatType, lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset), formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
draw->instanceCount); draw->instanceCount);
} }
} } break;
break;
case Command::EndComputePass: case Command::EndComputePass: {
{
mCommands.NextCommand<EndComputePassCmd>(); mCommands.NextCommand<EndComputePassCmd>();
} } break;
break;
case Command::EndRenderPass: case Command::EndRenderPass: {
{
mCommands.NextCommand<EndRenderPassCmd>(); mCommands.NextCommand<EndRenderPassCmd>();
} } break;
break;
case Command::EndRenderSubpass: case Command::EndRenderSubpass: {
{
mCommands.NextCommand<EndRenderSubpassCmd>(); mCommands.NextCommand<EndRenderSubpassCmd>();
glDeleteFramebuffers(1, &currentFBO); glDeleteFramebuffers(1, &currentFBO);
currentFBO = 0; currentFBO = 0;
currentSubpass += 1; currentSubpass += 1;
} } break;
break;
case Command::SetComputePipeline: case Command::SetComputePipeline: {
{
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>(); SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(); ToBackend(cmd->pipeline)->ApplyNow();
lastGLPipeline = ToBackend(cmd->pipeline).Get(); lastGLPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline = ToBackend(cmd->pipeline).Get(); lastPipeline = ToBackend(cmd->pipeline).Get();
pushConstants.OnSetPipeline(lastPipeline); pushConstants.OnSetPipeline(lastPipeline);
} } break;
break;
case Command::SetRenderPipeline: case Command::SetRenderPipeline: {
{
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>(); SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState); ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
lastRenderPipeline = ToBackend(cmd->pipeline).Get(); lastRenderPipeline = ToBackend(cmd->pipeline).Get();
@ -526,124 +526,110 @@ namespace opengl {
pushConstants.OnSetPipeline(lastPipeline); pushConstants.OnSetPipeline(lastPipeline);
inputBuffers.OnSetPipeline(lastRenderPipeline); inputBuffers.OnSetPipeline(lastRenderPipeline);
} } break;
break;
case Command::SetPushConstants: case Command::SetPushConstants: {
{
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>(); SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
uint32_t* data = mCommands.NextData<uint32_t>(cmd->count); uint32_t* data = mCommands.NextData<uint32_t>(cmd->count);
pushConstants.OnSetPushConstants(cmd->stages, cmd->count, cmd->offset, data); pushConstants.OnSetPushConstants(cmd->stages, cmd->count, cmd->offset, data);
} } break;
break;
case Command::SetStencilReference: case Command::SetStencilReference: {
{
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>(); SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
persistentPipelineState.SetStencilReference(cmd->reference); persistentPipelineState.SetStencilReference(cmd->reference);
} } break;
break;
case Command::SetBlendColor: case Command::SetBlendColor: {
{
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>(); SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
glBlendColor(cmd->r, cmd->g, cmd->b, cmd->a); glBlendColor(cmd->r, cmd->g, cmd->b, cmd->a);
} } break;
break;
case Command::SetBindGroup: case Command::SetBindGroup: {
{
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>(); SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
size_t groupIndex = cmd->index; size_t groupIndex = cmd->index;
BindGroup* group = ToBackend(cmd->group.Get()); BindGroup* group = ToBackend(cmd->group.Get());
const auto& indices = ToBackend(lastPipeline->GetLayout())->GetBindingIndexInfo()[groupIndex]; const auto& indices =
ToBackend(lastPipeline->GetLayout())->GetBindingIndexInfo()[groupIndex];
const auto& layout = group->GetLayout()->GetBindingInfo(); const auto& layout = group->GetLayout()->GetBindingInfo();
for (uint32_t binding : IterateBitSet(layout.mask)) { for (uint32_t binding : IterateBitSet(layout.mask)) {
switch (layout.types[binding]) { switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer: case nxt::BindingType::UniformBuffer: {
{ BufferView* view =
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding)); ToBackend(group->GetBindingAsBufferView(binding));
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle(); GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
GLuint uboIndex = indices[binding]; GLuint uboIndex = indices[binding];
glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, view->GetOffset(), view->GetSize()); glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer,
} view->GetOffset(), view->GetSize());
break; } break;
case nxt::BindingType::Sampler: case nxt::BindingType::Sampler: {
{ GLuint sampler =
GLuint sampler = ToBackend(group->GetBindingAsSampler(binding))->GetHandle(); ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
GLuint samplerIndex = indices[binding]; GLuint samplerIndex = indices[binding];
for (auto unit : lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) { for (auto unit :
lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) {
glBindSampler(unit, sampler); glBindSampler(unit, sampler);
} }
} } break;
break;
case nxt::BindingType::SampledTexture: case nxt::BindingType::SampledTexture: {
{ TextureView* view =
TextureView* view = ToBackend(group->GetBindingAsTextureView(binding)); ToBackend(group->GetBindingAsTextureView(binding));
Texture* texture = ToBackend(view->GetTexture()); Texture* texture = ToBackend(view->GetTexture());
GLuint handle = texture->GetHandle(); GLuint handle = texture->GetHandle();
GLenum target = texture->GetGLTarget(); GLenum target = texture->GetGLTarget();
GLuint textureIndex = indices[binding]; GLuint textureIndex = indices[binding];
for (auto unit : lastGLPipeline->GetTextureUnitsForTexture(textureIndex)) { for (auto unit :
lastGLPipeline->GetTextureUnitsForTexture(textureIndex)) {
glActiveTexture(GL_TEXTURE0 + unit); glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(target, handle); glBindTexture(target, handle);
} }
} } break;
break;
case nxt::BindingType::StorageBuffer: case nxt::BindingType::StorageBuffer: {
{ BufferView* view =
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding)); ToBackend(group->GetBindingAsBufferView(binding));
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle(); GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
GLuint ssboIndex = indices[binding]; GLuint ssboIndex = indices[binding];
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer, view->GetOffset(), view->GetSize()); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer,
} view->GetOffset(), view->GetSize());
break; } break;
} }
} }
} } break;
break;
case Command::SetIndexBuffer: case Command::SetIndexBuffer: {
{
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>(); SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
indexBufferOffset = cmd->offset; indexBufferOffset = cmd->offset;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get()); inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
} } break;
break;
case Command::SetVertexBuffers: case Command::SetVertexBuffers: {
{
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>(); SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count); auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count); auto offsets = mCommands.NextData<uint32_t>(cmd->count);
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets); inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
} } break;
break;
case Command::TransitionBufferUsage: case Command::TransitionBufferUsage: {
{ TransitionBufferUsageCmd* cmd =
TransitionBufferUsageCmd* cmd = mCommands.NextCommand<TransitionBufferUsageCmd>(); mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage); cmd->buffer->UpdateUsageInternal(cmd->usage);
} } break;
break;
case Command::TransitionTextureUsage: case Command::TransitionTextureUsage: {
{ TransitionTextureUsageCmd* cmd =
TransitionTextureUsageCmd* cmd = mCommands.NextCommand<TransitionTextureUsageCmd>(); mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage); cmd->texture->UpdateUsageInternal(cmd->usage);
} } break;
break;
} }
} }
@ -652,5 +638,4 @@ namespace opengl {
glBindSampler(0, 0); glBindSampler(0, 0);
} }
} }} // namespace backend::opengl
}

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@ -18,8 +18,7 @@
#include "backend/CommandAllocator.h" #include "backend/CommandAllocator.h"
#include "backend/CommandBuffer.h" #include "backend/CommandBuffer.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -34,7 +33,6 @@ namespace opengl {
CommandIterator mCommands; CommandIterator mCommands;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_COMMANDBUFFERGL_H_ #endif // BACKEND_OPENGL_COMMANDBUFFERGL_H_

View File

@ -14,8 +14,7 @@
#include "backend/opengl/ComputePipelineGL.h" #include "backend/opengl/ComputePipelineGL.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder) ComputePipeline::ComputePipeline(ComputePipelineBuilder* builder)
: ComputePipelineBase(builder), PipelineGL(this, builder) { : ComputePipelineBase(builder), PipelineGL(this, builder) {
@ -25,5 +24,4 @@ namespace opengl {
PipelineGL::ApplyNow(); PipelineGL::ApplyNow();
} }
} }} // namespace backend::opengl
}

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@ -21,8 +21,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class ComputePipeline : public ComputePipelineBase, public PipelineGL { class ComputePipeline : public ComputePipelineBase, public PipelineGL {
public: public:
@ -31,7 +30,6 @@ namespace opengl {
void ApplyNow(); void ApplyNow();
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_COMPUTEPIPELINEGL_H_ #endif // BACKEND_OPENGL_COMPUTEPIPELINEGL_H_

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@ -18,8 +18,7 @@
#include "backend/opengl/PersistentPipelineStateGL.h" #include "backend/opengl/PersistentPipelineStateGL.h"
#include "common/Assert.h" #include "common/Assert.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) { GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
@ -67,17 +66,18 @@ namespace opengl {
UNREACHABLE(); UNREACHABLE();
} }
} }
} } // namespace
DepthStencilState::DepthStencilState(DepthStencilStateBuilder* builder) DepthStencilState::DepthStencilState(DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder) { : DepthStencilStateBase(builder) {
} }
void DepthStencilState::ApplyNow(PersistentPipelineState &persistentPipelineState) const { void DepthStencilState::ApplyNow(PersistentPipelineState& persistentPipelineState) const {
auto& depthInfo = GetDepth(); auto& depthInfo = GetDepth();
// Depth writes only occur if depth is enabled // Depth writes only occur if depth is enabled
if (depthInfo.compareFunction == nxt::CompareFunction::Always && !depthInfo.depthWriteEnabled) { if (depthInfo.compareFunction == nxt::CompareFunction::Always &&
!depthInfo.depthWriteEnabled) {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} else { } else {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@ -101,22 +101,17 @@ namespace opengl {
GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction); GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction);
GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction); GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction);
persistentPipelineState.SetStencilFuncsAndMask(backCompareFunction, frontCompareFunction, stencilInfo.readMask); persistentPipelineState.SetStencilFuncsAndMask(backCompareFunction, frontCompareFunction,
stencilInfo.readMask);
glStencilOpSeparate(GL_BACK, glStencilOpSeparate(GL_BACK, OpenGLStencilOperation(stencilInfo.back.stencilFail),
OpenGLStencilOperation(stencilInfo.back.stencilFail),
OpenGLStencilOperation(stencilInfo.back.depthFail), OpenGLStencilOperation(stencilInfo.back.depthFail),
OpenGLStencilOperation(stencilInfo.back.depthStencilPass) OpenGLStencilOperation(stencilInfo.back.depthStencilPass));
); glStencilOpSeparate(GL_FRONT, OpenGLStencilOperation(stencilInfo.front.stencilFail),
glStencilOpSeparate(GL_FRONT,
OpenGLStencilOperation(stencilInfo.front.stencilFail),
OpenGLStencilOperation(stencilInfo.front.depthFail), OpenGLStencilOperation(stencilInfo.front.depthFail),
OpenGLStencilOperation(stencilInfo.front.depthStencilPass) OpenGLStencilOperation(stencilInfo.front.depthStencilPass));
);
glStencilMask(stencilInfo.writeMask); glStencilMask(stencilInfo.writeMask);
} }
} }} // namespace backend::opengl
}

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@ -17,8 +17,7 @@
#include "backend/DepthStencilState.h" #include "backend/DepthStencilState.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
class PersistentPipelineState; class PersistentPipelineState;
@ -27,10 +26,9 @@ namespace opengl {
public: public:
DepthStencilState(DepthStencilStateBuilder* builder); DepthStencilState(DepthStencilStateBuilder* builder);
void ApplyNow(PersistentPipelineState &persistentPipelineState) const; void ApplyNow(PersistentPipelineState& persistentPipelineState) const;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_ #endif // BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_

View File

@ -12,13 +12,13 @@
// See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
// limitations under the License. // limitations under the License.
#include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/BlendStateGL.h" #include "backend/opengl/BlendStateGL.h"
#include "backend/opengl/BufferGL.h" #include "backend/opengl/BufferGL.h"
#include "backend/opengl/CommandBufferGL.h" #include "backend/opengl/CommandBufferGL.h"
#include "backend/opengl/ComputePipelineGL.h" #include "backend/opengl/ComputePipelineGL.h"
#include "backend/opengl/DepthStencilStateGL.h" #include "backend/opengl/DepthStencilStateGL.h"
#include "backend/opengl/InputStateGL.h" #include "backend/opengl/InputStateGL.h"
#include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h" #include "backend/opengl/PersistentPipelineStateGL.h"
#include "backend/opengl/PipelineLayoutGL.h" #include "backend/opengl/PipelineLayoutGL.h"
#include "backend/opengl/RenderPipelineGL.h" #include "backend/opengl/RenderPipelineGL.h"

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@ -17,11 +17,9 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
#include "common/Assert.h" #include "common/Assert.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
InputState::InputState(InputStateBuilder* builder) InputState::InputState(InputStateBuilder* builder) : InputStateBase(builder) {
: InputStateBase(builder) {
glGenVertexArrays(1, &mVertexArrayObject); glGenVertexArrays(1, &mVertexArrayObject);
glBindVertexArray(mVertexArrayObject); glBindVertexArray(mVertexArrayObject);
auto& attributesSetMask = GetAttributesSetMask(); auto& attributesSetMask = GetAttributesSetMask();
@ -61,5 +59,4 @@ namespace opengl {
return mVertexArrayObject; return mVertexArrayObject;
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -36,7 +35,6 @@ namespace opengl {
std::array<std::bitset<kMaxVertexAttributes>, kMaxVertexInputs> attributesUsingInput; std::array<std::bitset<kMaxVertexAttributes>, kMaxVertexInputs> attributesUsingInput;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_INPUTSTATEGL_H_ #endif // BACKEND_OPENGL_INPUTSTATEGL_H_

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@ -22,13 +22,12 @@
#include "backend/opengl/InputStateGL.h" #include "backend/opengl/InputStateGL.h"
#include "backend/opengl/PipelineLayoutGL.h" #include "backend/opengl/PipelineLayoutGL.h"
#include "backend/opengl/RenderPipelineGL.h" #include "backend/opengl/RenderPipelineGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/ShaderModuleGL.h" #include "backend/opengl/ShaderModuleGL.h"
#include "backend/opengl/SwapChainGL.h" #include "backend/opengl/SwapChainGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/TextureGL.h" #include "backend/opengl/TextureGL.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
nxtProcTable GetNonValidatingProcs(); nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs(); nxtProcTable GetValidatingProcs();
@ -109,8 +108,7 @@ namespace opengl {
// Bind Group // Bind Group
BindGroup::BindGroup(BindGroupBuilder* builder) BindGroup::BindGroup(BindGroupBuilder* builder) : BindGroupBase(builder) {
: BindGroupBase(builder) {
} }
// Bind Group Layout // Bind Group Layout
@ -121,17 +119,15 @@ namespace opengl {
// Framebuffer // Framebuffer
Framebuffer::Framebuffer(FramebufferBuilder* builder) Framebuffer::Framebuffer(FramebufferBuilder* builder) : FramebufferBase(builder) {
: FramebufferBase(builder) {
} }
// Queue // Queue
Queue::Queue(QueueBuilder* builder) Queue::Queue(QueueBuilder* builder) : QueueBase(builder) {
: QueueBase(builder) {
} }
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) { void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
for (uint32_t i = 0; i < numCommands; ++i) { for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->Execute(); commands[i]->Execute();
} }
@ -139,9 +135,7 @@ namespace opengl {
// RenderPass // RenderPass
RenderPass::RenderPass(RenderPassBuilder* builder) RenderPass::RenderPass(RenderPassBuilder* builder) : RenderPassBase(builder) {
: RenderPassBase(builder) {
} }
} }} // namespace backend::opengl
}

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@ -17,12 +17,12 @@
#include "nxt/nxtcpp.h" #include "nxt/nxtcpp.h"
#include "backend/Buffer.h"
#include "backend/BlendState.h"
#include "backend/BindGroup.h" #include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h" #include "backend/BindGroupLayout.h"
#include "backend/Device.h" #include "backend/BlendState.h"
#include "backend/Buffer.h"
#include "backend/DepthStencilState.h" #include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/Framebuffer.h" #include "backend/Framebuffer.h"
#include "backend/InputState.h" #include "backend/InputState.h"
#include "backend/Queue.h" #include "backend/Queue.h"
@ -31,8 +31,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class BindGroup; class BindGroup;
class BindGroupLayout; class BindGroupLayout;
@ -79,7 +78,7 @@ namespace opengl {
using TextureViewType = TextureView; using TextureViewType = TextureView;
}; };
template<typename T> template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) { auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) {
return ToBackendBase<OpenGLBackendTraits>(common); return ToBackendBase<OpenGLBackendTraits>(common);
} }
@ -130,7 +129,7 @@ namespace opengl {
Queue(QueueBuilder* builder); Queue(QueueBuilder* builder);
// NXT API // NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands); void Submit(uint32_t numCommands, CommandBuffer* const* commands);
}; };
class RenderPass : public RenderPassBase { class RenderPass : public RenderPassBase {
@ -138,7 +137,6 @@ namespace opengl {
RenderPass(RenderPassBuilder* builder); RenderPass(RenderPassBuilder* builder);
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_OPENGLBACKEND_H_ #endif // BACKEND_OPENGL_OPENGLBACKEND_H_

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@ -16,14 +16,15 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
void PersistentPipelineState::SetDefaultState() { void PersistentPipelineState::SetDefaultState() {
CallGLStencilFunc(); CallGLStencilFunc();
} }
void PersistentPipelineState::SetStencilFuncsAndMask(GLenum stencilBackCompareFunction, GLenum stencilFrontCompareFunction, uint32_t stencilReadMask) { void PersistentPipelineState::SetStencilFuncsAndMask(GLenum stencilBackCompareFunction,
GLenum stencilFrontCompareFunction,
uint32_t stencilReadMask) {
if (mStencilBackCompareFunction == stencilBackCompareFunction && if (mStencilBackCompareFunction == stencilBackCompareFunction &&
mStencilFrontCompareFunction == stencilFrontCompareFunction && mStencilFrontCompareFunction == stencilFrontCompareFunction &&
mStencilReadMask == stencilReadMask) { mStencilReadMask == stencilReadMask) {
@ -46,15 +47,10 @@ namespace opengl {
} }
void PersistentPipelineState::CallGLStencilFunc() { void PersistentPipelineState::CallGLStencilFunc() {
glStencilFuncSeparate(GL_BACK, glStencilFuncSeparate(GL_BACK, mStencilBackCompareFunction, mStencilReference,
mStencilBackCompareFunction,
mStencilReference,
mStencilReadMask); mStencilReadMask);
glStencilFuncSeparate(GL_FRONT, glStencilFuncSeparate(GL_FRONT, mStencilFrontCompareFunction, mStencilReference,
mStencilFrontCompareFunction,
mStencilReference,
mStencilReadMask); mStencilReadMask);
} }
} }} // namespace backend::opengl
}

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@ -19,13 +19,14 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class PersistentPipelineState { class PersistentPipelineState {
public: public:
void SetDefaultState(); void SetDefaultState();
void SetStencilFuncsAndMask(GLenum stencilBackCompareFunction, GLenum stencilFrontCompareFunction, uint32_t stencilReadMask); void SetStencilFuncsAndMask(GLenum stencilBackCompareFunction,
GLenum stencilFrontCompareFunction,
uint32_t stencilReadMask);
void SetStencilReference(uint32_t stencilReference); void SetStencilReference(uint32_t stencilReference);
private: private:
@ -37,7 +38,6 @@ namespace opengl {
GLuint mStencilReference = 0; GLuint mStencilReference = 0;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_ #endif // BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_

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@ -22,8 +22,7 @@
#include <iostream> #include <iostream>
#include <set> #include <set>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
@ -40,7 +39,7 @@ namespace opengl {
} }
} }
} } // namespace
PipelineGL::PipelineGL(PipelineBase* parent, PipelineBuilder* builder) { PipelineGL::PipelineGL(PipelineBase* parent, PipelineBuilder* builder) {
auto CreateShader = [](GLenum type, const char* source) -> GLuint { auto CreateShader = [](GLenum type, const char* source) -> GLuint {
@ -65,7 +64,8 @@ namespace opengl {
return shader; return shader;
}; };
auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info, GLuint program) { auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info,
GLuint program) {
const auto& moduleInfo = module->GetPushConstants(); const auto& moduleInfo = module->GetPushConstants();
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) { for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
(*info)[i] = -1; (*info)[i] = -1;
@ -119,7 +119,8 @@ namespace opengl {
glUseProgram(mProgram); glUseProgram(mProgram);
// The uniforms are part of the program state so we can pre-bind buffer units, texture units etc. // The uniforms are part of the program state so we can pre-bind buffer units, texture units
// etc.
const auto& layout = ToBackend(parent->GetLayout()); const auto& layout = ToBackend(parent->GetLayout());
const auto& indices = layout->GetBindingIndexInfo(); const auto& indices = layout->GetBindingIndexInfo();
@ -133,25 +134,22 @@ namespace opengl {
std::string name = GetBindingName(group, binding); std::string name = GetBindingName(group, binding);
switch (groupInfo.types[binding]) { switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer: case nxt::BindingType::UniformBuffer: {
{
GLint location = glGetUniformBlockIndex(mProgram, name.c_str()); GLint location = glGetUniformBlockIndex(mProgram, name.c_str());
glUniformBlockBinding(mProgram, location, indices[group][binding]); glUniformBlockBinding(mProgram, location, indices[group][binding]);
} } break;
break;
case nxt::BindingType::StorageBuffer: case nxt::BindingType::StorageBuffer: {
{ GLuint location = glGetProgramResourceIndex(
GLuint location = glGetProgramResourceIndex(mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str()); mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(mProgram, location, indices[group][binding]); glShaderStorageBlockBinding(mProgram, location, indices[group][binding]);
} } break;
break;
case nxt::BindingType::Sampler: case nxt::BindingType::Sampler:
case nxt::BindingType::SampledTexture: case nxt::BindingType::SampledTexture:
// These binding types are handled in the separate sampler and texture emulation // These binding types are handled in the separate sampler and texture
// emulation
break; break;
} }
} }
} }
@ -176,18 +174,21 @@ namespace opengl {
GLint location = glGetUniformLocation(mProgram, name.c_str()); GLint location = glGetUniformLocation(mProgram, name.c_str());
glUniform1i(location, textureUnit); glUniform1i(location, textureUnit);
GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding]; GLuint samplerIndex =
indices[combined.samplerLocation.group][combined.samplerLocation.binding];
mUnitsForSamplers[samplerIndex].push_back(textureUnit); mUnitsForSamplers[samplerIndex].push_back(textureUnit);
GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding]; GLuint textureIndex =
indices[combined.textureLocation.group][combined.textureLocation.binding];
mUnitsForTextures[textureIndex].push_back(textureUnit); mUnitsForTextures[textureIndex].push_back(textureUnit);
textureUnit ++; textureUnit++;
} }
} }
} }
const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(nxt::ShaderStage stage) const { const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(
nxt::ShaderStage stage) const {
return mGlPushConstants[stage]; return mGlPushConstants[stage];
} }
@ -209,5 +210,4 @@ namespace opengl {
glUseProgram(mProgram); glUseProgram(mProgram);
} }
} }} // namespace backend::opengl
}

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@ -21,8 +21,7 @@
#include <vector> #include <vector>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
class PersistentPipelineState; class PersistentPipelineState;
@ -33,7 +32,8 @@ namespace opengl {
PipelineGL(PipelineBase* parent, PipelineBuilder* builder); PipelineGL(PipelineBase* parent, PipelineBuilder* builder);
using GLPushConstantInfo = std::array<GLint, kMaxPushConstants>; using GLPushConstantInfo = std::array<GLint, kMaxPushConstants>;
using BindingLocations = std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>; using BindingLocations =
std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
const GLPushConstantInfo& GetGLPushConstants(nxt::ShaderStage stage) const; const GLPushConstantInfo& GetGLPushConstants(nxt::ShaderStage stage) const;
const std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const; const std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const;
@ -49,7 +49,6 @@ namespace opengl {
std::vector<std::vector<GLuint>> mUnitsForTextures; std::vector<std::vector<GLuint>> mUnitsForTextures;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_PIPELINEGL_H_ #endif // BACKEND_OPENGL_PIPELINEGL_H_

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@ -16,11 +16,9 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder) PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder) : PipelineLayoutBase(builder) {
: PipelineLayoutBase(builder) {
GLuint uboIndex = 0; GLuint uboIndex = 0;
GLuint samplerIndex = 0; GLuint samplerIndex = 0;
GLuint sampledTextureIndex = 0; GLuint sampledTextureIndex = 0;
@ -37,20 +35,20 @@ namespace opengl {
switch (groupInfo.types[binding]) { switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer: case nxt::BindingType::UniformBuffer:
mIndexInfo[group][binding] = uboIndex; mIndexInfo[group][binding] = uboIndex;
uboIndex ++; uboIndex++;
break; break;
case nxt::BindingType::Sampler: case nxt::BindingType::Sampler:
mIndexInfo[group][binding] = samplerIndex; mIndexInfo[group][binding] = samplerIndex;
samplerIndex ++; samplerIndex++;
break; break;
case nxt::BindingType::SampledTexture: case nxt::BindingType::SampledTexture:
mIndexInfo[group][binding] = sampledTextureIndex; mIndexInfo[group][binding] = sampledTextureIndex;
sampledTextureIndex ++; sampledTextureIndex++;
break; break;
case nxt::BindingType::StorageBuffer: case nxt::BindingType::StorageBuffer:
mIndexInfo[group][binding] = ssboIndex; mIndexInfo[group][binding] = ssboIndex;
ssboIndex ++; ssboIndex++;
break; break;
} }
} }
@ -76,5 +74,4 @@ namespace opengl {
return mNumSampledTextures; return mNumSampledTextures;
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -28,7 +27,8 @@ namespace opengl {
public: public:
PipelineLayout(PipelineLayoutBuilder* builder); PipelineLayout(PipelineLayoutBuilder* builder);
using BindingIndexInfo = std::array<std::array<GLuint, kMaxBindingsPerGroup>, kMaxBindGroups>; using BindingIndexInfo =
std::array<std::array<GLuint, kMaxBindingsPerGroup>, kMaxBindGroups>;
const BindingIndexInfo& GetBindingIndexInfo() const; const BindingIndexInfo& GetBindingIndexInfo() const;
GLuint GetTextureUnitsUsed() const; GLuint GetTextureUnitsUsed() const;
@ -41,7 +41,6 @@ namespace opengl {
size_t mNumSampledTextures; size_t mNumSampledTextures;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_PIPELINELAYOUTGL_H_ #endif // BACKEND_OPENGL_PIPELINELAYOUTGL_H_

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@ -20,8 +20,7 @@
#include "backend/opengl/OpenGLBackend.h" #include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h" #include "backend/opengl/PersistentPipelineStateGL.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) { GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
@ -40,10 +39,11 @@ namespace opengl {
UNREACHABLE(); UNREACHABLE();
} }
} }
} } // namespace
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder) RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), PipelineGL(this, builder), : RenderPipelineBase(builder),
PipelineGL(this, builder),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) { mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
} }
@ -51,7 +51,7 @@ namespace opengl {
return mGlPrimitiveTopology; return mGlPrimitiveTopology;
} }
void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) { void RenderPipeline::ApplyNow(PersistentPipelineState& persistentPipelineState) {
PipelineGL::ApplyNow(); PipelineGL::ApplyNow();
auto inputState = ToBackend(GetInputState()); auto inputState = ToBackend(GetInputState());
@ -68,5 +68,4 @@ namespace opengl {
} }
} }
} }} // namespace backend::opengl
}

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@ -23,8 +23,7 @@
#include <vector> #include <vector>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class PersistentPipelineState; class PersistentPipelineState;
@ -34,13 +33,12 @@ namespace opengl {
GLenum GetGLPrimitiveTopology() const; GLenum GetGLPrimitiveTopology() const;
void ApplyNow(PersistentPipelineState &persistentPipelineState); void ApplyNow(PersistentPipelineState& persistentPipelineState);
private: private:
GLenum mGlPrimitiveTopology; GLenum mGlPrimitiveTopology;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_RENDERPIPELINEGL_H_ #endif // BACKEND_OPENGL_RENDERPIPELINEGL_H_

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@ -16,8 +16,7 @@
#include "common/Assert.h" #include "common/Assert.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
GLenum MagFilterMode(nxt::FilterMode filter) { GLenum MagFilterMode(nxt::FilterMode filter) {
@ -55,18 +54,17 @@ namespace opengl {
UNREACHABLE(); UNREACHABLE();
} }
} }
} } // namespace
Sampler::Sampler(SamplerBuilder* builder) Sampler::Sampler(SamplerBuilder* builder) : SamplerBase(builder) {
: SamplerBase(builder) {
glGenSamplers(1, &mHandle); glGenSamplers(1, &mHandle);
glSamplerParameteri(mHandle, GL_TEXTURE_MAG_FILTER, MagFilterMode(builder->GetMagFilter())); glSamplerParameteri(mHandle, GL_TEXTURE_MAG_FILTER, MagFilterMode(builder->GetMagFilter()));
glSamplerParameteri(mHandle, GL_TEXTURE_MIN_FILTER, MinFilterMode(builder->GetMinFilter(), builder->GetMipMapFilter())); glSamplerParameteri(mHandle, GL_TEXTURE_MIN_FILTER,
MinFilterMode(builder->GetMinFilter(), builder->GetMipMapFilter()));
} }
GLuint Sampler::GetHandle() const { GLuint Sampler::GetHandle() const {
return mHandle; return mHandle;
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -34,7 +33,6 @@ namespace opengl {
GLuint mHandle; GLuint mHandle;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_SAMPLERGL_H_ #endif // BACKEND_OPENGL_SAMPLERGL_H_

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@ -21,8 +21,7 @@
#include <sstream> #include <sstream>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
std::string GetBindingName(uint32_t group, uint32_t binding) { std::string GetBindingName(uint32_t group, uint32_t binding) {
std::ostringstream o; std::ostringstream o;
@ -30,12 +29,13 @@ namespace opengl {
return o.str(); return o.str();
} }
bool operator < (const BindingLocation& a, const BindingLocation& b) { bool operator<(const BindingLocation& a, const BindingLocation& b) {
return std::tie(a.group, a.binding) < std::tie(b.group, b.binding); return std::tie(a.group, a.binding) < std::tie(b.group, b.binding);
} }
bool operator < (const CombinedSampler& a, const CombinedSampler& b) { bool operator<(const CombinedSampler& a, const CombinedSampler& b) {
return std::tie(a.samplerLocation, a.textureLocation) < std::tie(b.samplerLocation, b.textureLocation); return std::tie(a.samplerLocation, a.textureLocation) <
std::tie(b.samplerLocation, b.textureLocation);
} }
std::string CombinedSampler::GetName() const { std::string CombinedSampler::GetName() const {
@ -46,8 +46,7 @@ namespace opengl {
return o.str(); return o.str();
} }
ShaderModule::ShaderModule(ShaderModuleBuilder* builder) ShaderModule::ShaderModule(ShaderModuleBuilder* builder) : ShaderModuleBase(builder) {
: ShaderModuleBase(builder) {
spirv_cross::CompilerGLSL compiler(builder->AcquireSpirv()); spirv_cross::CompilerGLSL compiler(builder->AcquireSpirv());
spirv_cross::CompilerGLSL::Options options; spirv_cross::CompilerGLSL::Options options;
@ -60,8 +59,8 @@ namespace opengl {
options.vertex.flip_vert_y = true; options.vertex.flip_vert_y = true;
compiler.set_options(options); compiler.set_options(options);
// Rename the push constant block to be prefixed with the shader stage type so that uniform names // Rename the push constant block to be prefixed with the shader stage type so that uniform
// don't match between the FS and the VS. // names don't match between the FS and the VS.
const auto& resources = compiler.get_shader_resources(); const auto& resources = compiler.get_shader_resources();
if (resources.push_constant_buffers.size() > 0) { if (resources.push_constant_buffers.size() > 0) {
const char* prefix = nullptr; const char* prefix = nullptr;
@ -95,10 +94,14 @@ namespace opengl {
mCombinedInfo.emplace_back(); mCombinedInfo.emplace_back();
auto& info = mCombinedInfo.back(); auto& info = mCombinedInfo.back();
info.samplerLocation.group = compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet); info.samplerLocation.group =
info.samplerLocation.binding = compiler.get_decoration(combined.sampler_id, spv::DecorationBinding); compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
info.textureLocation.group = compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet); info.samplerLocation.binding =
info.textureLocation.binding = compiler.get_decoration(combined.image_id, spv::DecorationBinding); compiler.get_decoration(combined.sampler_id, spv::DecorationBinding);
info.textureLocation.group =
compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet);
info.textureLocation.binding =
compiler.get_decoration(combined.image_id, spv::DecorationBinding);
compiler.set_name(combined.combined_id, info.GetName()); compiler.set_name(combined.combined_id, info.GetName());
} }
@ -127,5 +130,4 @@ namespace opengl {
return mCombinedInfo; return mCombinedInfo;
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -30,14 +29,14 @@ namespace opengl {
uint32_t group; uint32_t group;
uint32_t binding; uint32_t binding;
}; };
bool operator < (const BindingLocation& a, const BindingLocation& b); bool operator<(const BindingLocation& a, const BindingLocation& b);
struct CombinedSampler { struct CombinedSampler {
BindingLocation samplerLocation; BindingLocation samplerLocation;
BindingLocation textureLocation; BindingLocation textureLocation;
std::string GetName() const; std::string GetName() const;
}; };
bool operator < (const CombinedSampler& a, const CombinedSampler& b); bool operator<(const CombinedSampler& a, const CombinedSampler& b);
class ShaderModule : public ShaderModuleBase { class ShaderModule : public ShaderModuleBase {
public: public:
@ -53,7 +52,6 @@ namespace opengl {
std::string mGlslSource; std::string mGlslSource;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_SHADERMODULEGL_H_ #endif // BACKEND_OPENGL_SHADERMODULEGL_H_

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@ -19,11 +19,9 @@
#include <nxt/nxt_wsi.h> #include <nxt/nxt_wsi.h>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
SwapChain::SwapChain(SwapChainBuilder* builder) SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) {
: SwapChainBase(builder) {
const auto& im = GetImplementation(); const auto& im = GetImplementation();
im.Init(im.userData, nullptr); im.Init(im.userData, nullptr);
} }
@ -43,5 +41,4 @@ namespace opengl {
return new Texture(builder, nativeTexture); return new Texture(builder, nativeTexture);
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -33,7 +32,6 @@ namespace opengl {
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override; TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
}; };
} }} // namespace backend::opengl
}
#endif // BACKEND_OPENGL_SWAPCHAINGL_H_ #endif // BACKEND_OPENGL_SWAPCHAINGL_H_

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@ -19,8 +19,7 @@
#include <algorithm> #include <algorithm>
#include <vector> #include <vector>
namespace backend { namespace backend { namespace opengl {
namespace opengl {
namespace { namespace {
@ -43,7 +42,8 @@ namespace opengl {
// This doesn't have an enum for the internal format in OpenGL. // This doesn't have an enum for the internal format in OpenGL.
return {GL_NONE, GL_BGRA, GL_UNSIGNED_BYTE}; return {GL_NONE, GL_BGRA, GL_UNSIGNED_BYTE};
case nxt::TextureFormat::D32FloatS8Uint: case nxt::TextureFormat::D32FloatS8Uint:
return {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV}; return {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV};
default: default:
UNREACHABLE(); UNREACHABLE();
} }
@ -55,12 +55,11 @@ namespace opengl {
return handle; return handle;
} }
} } // namespace
// Texture // Texture
Texture::Texture(TextureBuilder* builder) Texture::Texture(TextureBuilder* builder) : Texture(builder, GenTexture()) {
: Texture(builder, GenTexture()) {
} }
Texture::Texture(TextureBuilder* builder, GLuint handle) Texture::Texture(TextureBuilder* builder, GLuint handle)
@ -76,7 +75,8 @@ namespace opengl {
glBindTexture(mTarget, handle); glBindTexture(mTarget, handle);
for (uint32_t i = 0; i < levels; ++i) { for (uint32_t i = 0; i < levels; ++i) {
glTexImage2D(mTarget, i, formatInfo.internalFormat, width, height, 0, formatInfo.format, formatInfo.type, nullptr); glTexImage2D(mTarget, i, formatInfo.internalFormat, width, height, 0, formatInfo.format,
formatInfo.type, nullptr);
width = std::max(uint32_t(1), width / 2); width = std::max(uint32_t(1), width / 2);
height = std::max(uint32_t(1), height / 2); height = std::max(uint32_t(1), height / 2);
} }
@ -87,7 +87,8 @@ namespace opengl {
} }
Texture::~Texture() { Texture::~Texture() {
// TODO(kainino@chromium.org): delete texture (but only when not using the native texture constructor?) // TODO(kainino@chromium.org): delete texture (but only when not using the native texture
// constructor?)
} }
GLuint Texture::GetHandle() const { GLuint Texture::GetHandle() const {
@ -107,9 +108,7 @@ namespace opengl {
// TextureView // TextureView
TextureView::TextureView(TextureViewBuilder* builder) TextureView::TextureView(TextureViewBuilder* builder) : TextureViewBase(builder) {
: TextureViewBase(builder) {
} }
} }} // namespace backend::opengl
}

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@ -19,8 +19,7 @@
#include "glad/glad.h" #include "glad/glad.h"
namespace backend { namespace backend { namespace opengl {
namespace opengl {
class Device; class Device;
@ -40,7 +39,8 @@ namespace opengl {
GLenum GetGLTarget() const; GLenum GetGLTarget() const;
TextureFormatInfo GetGLFormat() const; TextureFormatInfo GetGLFormat() const;
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override; void TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
nxt::TextureUsageBit targetUsage) override;
private: private:
GLuint mHandle; GLuint mHandle;
@ -52,8 +52,6 @@ namespace opengl {
TextureView(TextureViewBuilder* builder); TextureView(TextureViewBuilder* builder);
}; };
}} // namespace backend::opengl
}
}
#endif // BACKEND_OPENGL_TEXTUREGL_H_ #endif // BACKEND_OPENGL_TEXTUREGL_H_