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 "common/Assert.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
GLenum GLBlendFactor(nxt::BlendFactor factor, bool alpha) {
@ -70,7 +69,7 @@ namespace opengl {
UNREACHABLE();
}
}
}
} // namespace
BlendState::BlendState(BlendStateBuilder* builder) : BlendStateBase(builder) {
}
@ -80,10 +79,13 @@ namespace opengl {
if (info.blendEnabled) {
glEnablei(GL_BLEND, attachment);
glBlendEquationSeparatei(attachment, GLBlendMode(info.colorBlend.operation), GLBlendMode(info.alphaBlend.operation));
glBlendFuncSeparatei(attachment, GLBlendFactor(info.colorBlend.srcFactor, false), GLBlendFactor(info.colorBlend.dstFactor, false), GLBlendFactor(info.alphaBlend.srcFactor, true), GLBlendFactor(info.alphaBlend.dstFactor, true));
glColorMaski(attachment,
info.colorWriteMask & nxt::ColorWriteMask::Red,
glBlendEquationSeparatei(attachment, GLBlendMode(info.colorBlend.operation),
GLBlendMode(info.alphaBlend.operation));
glBlendFuncSeparatei(attachment, GLBlendFactor(info.colorBlend.srcFactor, false),
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::Blue,
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"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class BlendState : public BlendStateBase {
public:
@ -29,7 +28,6 @@ namespace opengl {
void ApplyNow(uint32_t attachment);
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_BLENDSTATED3D12_H_

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@ -16,13 +16,11 @@
#include "backend/opengl/OpenGLBackend.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
Buffer::Buffer(BufferBuilder* builder) : BufferBase(builder) {
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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) {
// 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.
// 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);
void* data = glMapBufferRange(GL_ARRAY_BUFFER, start, count, GL_MAP_READ_BIT);
CallMapReadCallback(serial, NXT_BUFFER_MAP_READ_STATUS_SUCCESS, data);
@ -56,9 +55,7 @@ namespace opengl {
// BufferView
BufferView::BufferView(BufferViewBuilder* builder)
: BufferViewBase(builder) {
BufferView::BufferView(BufferViewBuilder* builder) : BufferViewBase(builder) {
}
}
}
}} // namespace backend::opengl

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

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@ -27,8 +27,7 @@
#include <cstring>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
@ -55,12 +54,12 @@ namespace opengl {
}
}
// Push constants are implemented using OpenGL uniforms, however they aren't part of the global
// OpenGL state but are part of the program state instead. This means that we have to reapply
// push constants on pipeline change.
// Push constants are implemented using OpenGL uniforms, however they aren't part of the
// global OpenGL state but are part of the program state instead. This means that we have to
// reapply push constants on pipeline change.
//
// This structure tracks the current values of push constants as well as dirty bits for push constants
// that should be applied before the next draw or dispatch.
// This structure tracks the current values of push constants as well as dirty bits for push
// constants that should be applied before the next draw or dispatch.
class PushConstantTracker {
public:
void OnBeginPass() {
@ -71,8 +70,10 @@ namespace opengl {
}
}
void OnSetPushConstants(nxt::ShaderStageBit stages, uint32_t count,
uint32_t offset, const uint32_t* data) {
void OnSetPushConstants(nxt::ShaderStageBit stages,
uint32_t count,
uint32_t offset,
const uint32_t* data) {
for (auto stage : IterateStages(stages)) {
memcpy(&mValues[stage][offset], data, count * sizeof(uint32_t));
@ -93,17 +94,21 @@ namespace opengl {
const auto& pushConstants = pipeline->GetPushConstants(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];
switch (pushConstants.types[constant]) {
case PushConstantType::Int:
glUniform1i(location, *reinterpret_cast<GLint*>(&mValues[stage][constant]));
glUniform1i(location,
*reinterpret_cast<GLint*>(&mValues[stage][constant]));
break;
case PushConstantType::UInt:
glUniform1ui(location, *reinterpret_cast<GLuint*>(&mValues[stage][constant]));
glUniform1ui(location,
*reinterpret_cast<GLuint*>(&mValues[stage][constant]));
break;
case PushConstantType::Float:
glUniform1f(location, *reinterpret_cast<GLfloat*>(&mValues[stage][constant]));
glUniform1f(location,
*reinterpret_cast<GLfloat*>(&mValues[stage][constant]));
break;
}
}
@ -117,9 +122,9 @@ namespace opengl {
PerStage<std::bitset<kMaxPushConstants>> mDirtyBits;
};
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that corresponds to an
// InputState. On the contrary in NXT they are part of the global state. This means that we have to
// re-apply these buffers on an InputState change.
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
// corresponds to an InputState. On the contrary in NXT they are part of the global state.
// This means that we have to re-apply these buffers on an InputState change.
class InputBufferTracker {
public:
void OnBeginPass() {
@ -133,7 +138,10 @@ namespace opengl {
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) {
uint32_t slot = startSlot + i;
mVertexBuffers[slot] = ToBackend(buffers[i].Get());
@ -163,8 +171,10 @@ namespace opengl {
mIndexBufferDirty = false;
}
for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) {
for (uint32_t location : IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) {
for (uint32_t slot :
IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) {
for (uint32_t location :
IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) {
auto attribute = mLastInputState->GetAttribute(location);
GLuint buffer = mVertexBuffers[slot]->GetHandle();
@ -176,9 +186,9 @@ namespace opengl {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
location, components, formatType, GL_FALSE,
input.stride,
reinterpret_cast<void*>(static_cast<intptr_t>(offset + attribute.offset)));
location, components, formatType, GL_FALSE, input.stride,
reinterpret_cast<void*>(
static_cast<intptr_t>(offset + attribute.offset)));
}
}
@ -196,7 +206,7 @@ namespace opengl {
InputState* mLastInputState = nullptr;
};
}
} // namespace
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder), mCommands(builder->AcquireCommands()) {
@ -226,24 +236,19 @@ namespace opengl {
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
{
case Command::BeginComputePass: {
mCommands.NextCommand<BeginComputePassCmd>();
pushConstants.OnBeginPass();
}
break;
} break;
case Command::BeginRenderPass:
{
case Command::BeginRenderPass: {
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(cmd->renderPass.Get());
currentFramebuffer = ToBackend(cmd->framebuffer.Get());
currentSubpass = 0;
}
break;
} break;
case Command::BeginRenderSubpass:
{
case Command::BeginRenderSubpass: {
mCommands.NextCommand<BeginRenderSubpassCmd>();
pushConstants.OnBeginPass();
inputBuffers.OnBeginPass();
@ -278,15 +283,15 @@ namespace opengl {
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
// Attach color buffers.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + location,
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + location,
GL_TEXTURE_2D, texture, 0);
drawBuffers[location] = GL_COLOR_ATTACHMENT0 + location;
attachmentCount = location + 1;
// TODO(kainino@chromium.org): the color clears (later in
// 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());
@ -299,7 +304,8 @@ namespace opengl {
// Attach depth/stencil buffer.
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 (TextureFormatHasStencil(format)) {
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
@ -310,7 +316,8 @@ namespace opengl {
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
// this function) may be undefined for other texture formats.
@ -321,7 +328,8 @@ namespace opengl {
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
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
if (attachmentInfo.firstSubpass == currentSubpass) {
@ -335,15 +343,18 @@ namespace opengl {
if (subpass.depthStencilAttachmentSet) {
uint32_t attachmentSlot = subpass.depthStencilAttachment;
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
const auto& attachmentInfo =
currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - depth/stencil
const auto& clear = currentFramebuffer->GetClearDepthStencil(subpass.depthStencilAttachment);
const auto& clear = currentFramebuffer->GetClearDepthStencil(
subpass.depthStencilAttachment);
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
bool doStencilClear =
TextureFormatHasStencil(attachmentInfo.format) &&
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
if (doDepthClear && doStencilClear) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, clear.depth, clear.stencil);
@ -357,27 +368,25 @@ namespace opengl {
}
glBlendColor(0, 0, 0, 0);
glViewport(0, 0, currentFramebuffer->GetWidth(), currentFramebuffer->GetHeight());
}
break;
glViewport(0, 0, currentFramebuffer->GetWidth(),
currentFramebuffer->GetHeight());
} break;
case Command::CopyBufferToBuffer:
{
case Command::CopyBufferToBuffer: {
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
glBindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(src.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_UNPACK_BUFFER, 0);
}
break;
} break;
case Command::CopyBufferToTexture:
{
case Command::CopyBufferToTexture: {
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
@ -391,17 +400,16 @@ namespace opengl {
glBindTexture(target, texture->GetHandle());
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,
format.format, format.type,
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
break;
} break;
case Command::CopyTextureToBuffer:
{
case Command::CopyTextureToBuffer: {
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
@ -422,46 +430,44 @@ namespace opengl {
texture->GetHandle(), src.level);
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);
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);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteFramebuffers(1, &readFBO);
}
break;
} break;
case Command::Dispatch:
{
case Command::Dispatch: {
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
glDispatchCompute(dispatch->x, dispatch->y, dispatch->z);
// TODO(cwallez@chromium.org): add barriers to the API
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
break;
} break;
case Command::DrawArrays:
{
case Command::DrawArrays: {
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
if (draw->firstInstance > 0) {
glDrawArraysInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->firstVertex, draw->vertexCount, draw->instanceCount, draw->firstInstance);
glDrawArraysInstancedBaseInstance(
lastRenderPipeline->GetGLPrimitiveTopology(), draw->firstVertex,
draw->vertexCount, draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
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>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
@ -471,53 +477,47 @@ namespace opengl {
GLenum formatType = IndexFormatType(indexFormat);
if (draw->firstInstance > 0) {
glDrawElementsInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset),
glDrawElementsInstancedBaseInstance(
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
glDrawElementsInstanced(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset),
glDrawElementsInstanced(
lastRenderPipeline->GetGLPrimitiveTopology(), draw->indexCount,
formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferOffset),
draw->instanceCount);
}
}
break;
} break;
case Command::EndComputePass:
{
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
}
break;
} break;
case Command::EndRenderPass:
{
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
}
break;
} break;
case Command::EndRenderSubpass:
{
case Command::EndRenderSubpass: {
mCommands.NextCommand<EndRenderSubpassCmd>();
glDeleteFramebuffers(1, &currentFBO);
currentFBO = 0;
currentSubpass += 1;
}
break;
} break;
case Command::SetComputePipeline:
{
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;
} break;
case Command::SetRenderPipeline:
{
case Command::SetRenderPipeline: {
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
lastRenderPipeline = ToBackend(cmd->pipeline).Get();
@ -526,124 +526,110 @@ namespace opengl {
pushConstants.OnSetPipeline(lastPipeline);
inputBuffers.OnSetPipeline(lastRenderPipeline);
}
break;
} break;
case Command::SetPushConstants:
{
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;
} break;
case Command::SetStencilReference:
{
case Command::SetStencilReference: {
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
persistentPipelineState.SetStencilReference(cmd->reference);
}
break;
} break;
case Command::SetBlendColor:
{
case Command::SetBlendColor: {
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
glBlendColor(cmd->r, cmd->g, cmd->b, cmd->a);
}
break;
} break;
case Command::SetBindGroup:
{
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& 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));
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;
glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer,
view->GetOffset(), view->GetSize());
} break;
case nxt::BindingType::Sampler:
{
GLuint sampler = ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
case nxt::BindingType::Sampler: {
GLuint sampler =
ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
GLuint samplerIndex = indices[binding];
for (auto unit : lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) {
for (auto unit :
lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) {
glBindSampler(unit, sampler);
}
}
break;
} break;
case nxt::BindingType::SampledTexture:
{
TextureView* view = ToBackend(group->GetBindingAsTextureView(binding));
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)) {
for (auto unit :
lastGLPipeline->GetTextureUnitsForTexture(textureIndex)) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(target, handle);
}
}
break;
} break;
case nxt::BindingType::StorageBuffer:
{
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
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;
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer,
view->GetOffset(), view->GetSize());
} break;
}
}
}
break;
} break;
case Command::SetIndexBuffer:
{
case Command::SetIndexBuffer: {
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
indexBufferOffset = cmd->offset;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
}
break;
} break;
case Command::SetVertexBuffers:
{
case Command::SetVertexBuffers: {
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
}
break;
} break;
case Command::TransitionBufferUsage:
{
TransitionBufferUsageCmd* cmd = mCommands.NextCommand<TransitionBufferUsageCmd>();
case Command::TransitionBufferUsage: {
TransitionBufferUsageCmd* cmd =
mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
}
break;
} break;
case Command::TransitionTextureUsage:
{
TransitionTextureUsageCmd* cmd = mCommands.NextCommand<TransitionTextureUsageCmd>();
case Command::TransitionTextureUsage: {
TransitionTextureUsageCmd* cmd =
mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
}
break;
} break;
}
}
@ -652,5 +638,4 @@ namespace opengl {
glBindSampler(0, 0);
}
}
}
}} // namespace backend::opengl

View File

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

View File

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

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

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@ -18,8 +18,7 @@
#include "backend/opengl/PersistentPipelineStateGL.h"
#include "common/Assert.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
@ -67,7 +66,7 @@ namespace opengl {
UNREACHABLE();
}
}
}
} // namespace
DepthStencilState::DepthStencilState(DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder) {
@ -77,7 +76,8 @@ namespace opengl {
auto& depthInfo = GetDepth();
// 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);
} else {
glEnable(GL_DEPTH_TEST);
@ -101,22 +101,17 @@ namespace opengl {
GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction);
GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction);
persistentPipelineState.SetStencilFuncsAndMask(backCompareFunction, frontCompareFunction, stencilInfo.readMask);
persistentPipelineState.SetStencilFuncsAndMask(backCompareFunction, frontCompareFunction,
stencilInfo.readMask);
glStencilOpSeparate(GL_BACK,
OpenGLStencilOperation(stencilInfo.back.stencilFail),
glStencilOpSeparate(GL_BACK, OpenGLStencilOperation(stencilInfo.back.stencilFail),
OpenGLStencilOperation(stencilInfo.back.depthFail),
OpenGLStencilOperation(stencilInfo.back.depthStencilPass)
);
glStencilOpSeparate(GL_FRONT,
OpenGLStencilOperation(stencilInfo.front.stencilFail),
OpenGLStencilOperation(stencilInfo.back.depthStencilPass));
glStencilOpSeparate(GL_FRONT, OpenGLStencilOperation(stencilInfo.front.stencilFail),
OpenGLStencilOperation(stencilInfo.front.depthFail),
OpenGLStencilOperation(stencilInfo.front.depthStencilPass)
);
OpenGLStencilOperation(stencilInfo.front.depthStencilPass));
glStencilMask(stencilInfo.writeMask);
}
}
}
}} // namespace backend::opengl

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@ -17,8 +17,7 @@
#include "backend/DepthStencilState.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class Device;
class PersistentPipelineState;
@ -30,7 +29,6 @@ namespace opengl {
void ApplyNow(PersistentPipelineState& persistentPipelineState) const;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_

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

View File

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

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

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@ -22,13 +22,12 @@
#include "backend/opengl/InputStateGL.h"
#include "backend/opengl/PipelineLayoutGL.h"
#include "backend/opengl/RenderPipelineGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/ShaderModuleGL.h"
#include "backend/opengl/SwapChainGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/TextureGL.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
@ -109,8 +108,7 @@ namespace opengl {
// Bind Group
BindGroup::BindGroup(BindGroupBuilder* builder)
: BindGroupBase(builder) {
BindGroup::BindGroup(BindGroupBuilder* builder) : BindGroupBase(builder) {
}
// Bind Group Layout
@ -121,14 +119,12 @@ namespace opengl {
// Framebuffer
Framebuffer::Framebuffer(FramebufferBuilder* builder)
: FramebufferBase(builder) {
Framebuffer::Framebuffer(FramebufferBuilder* builder) : FramebufferBase(builder) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
Queue::Queue(QueueBuilder* builder) : QueueBase(builder) {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
@ -139,9 +135,7 @@ namespace opengl {
// RenderPass
RenderPass::RenderPass(RenderPassBuilder* builder)
: RenderPassBase(builder) {
RenderPass::RenderPass(RenderPassBuilder* builder) : RenderPassBase(builder) {
}
}
}
}} // namespace backend::opengl

View File

@ -17,12 +17,12 @@
#include "nxt/nxtcpp.h"
#include "backend/Buffer.h"
#include "backend/BlendState.h"
#include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/Device.h"
#include "backend/BlendState.h"
#include "backend/Buffer.h"
#include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/Framebuffer.h"
#include "backend/InputState.h"
#include "backend/Queue.h"
@ -31,8 +31,7 @@
#include "glad/glad.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class BindGroup;
class BindGroupLayout;
@ -138,7 +137,6 @@ namespace opengl {
RenderPass(RenderPassBuilder* builder);
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_OPENGLBACKEND_H_

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

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@ -19,13 +19,14 @@
#include "glad/glad.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class PersistentPipelineState {
public:
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);
private:
@ -37,7 +38,6 @@ namespace opengl {
GLuint mStencilReference = 0;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_

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@ -22,8 +22,7 @@
#include <iostream>
#include <set>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
@ -40,7 +39,7 @@ namespace opengl {
}
}
}
} // namespace
PipelineGL::PipelineGL(PipelineBase* parent, PipelineBuilder* builder) {
auto CreateShader = [](GLenum type, const char* source) -> GLuint {
@ -65,7 +64,8 @@ namespace opengl {
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();
for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
(*info)[i] = -1;
@ -119,7 +119,8 @@ namespace opengl {
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& indices = layout->GetBindingIndexInfo();
@ -133,25 +134,22 @@ namespace opengl {
std::string name = GetBindingName(group, binding);
switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
case nxt::BindingType::UniformBuffer: {
GLint location = glGetUniformBlockIndex(mProgram, name.c_str());
glUniformBlockBinding(mProgram, location, indices[group][binding]);
}
break;
} break;
case nxt::BindingType::StorageBuffer:
{
GLuint location = glGetProgramResourceIndex(mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
case nxt::BindingType::StorageBuffer: {
GLuint location = glGetProgramResourceIndex(
mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(mProgram, location, indices[group][binding]);
}
break;
} break;
case nxt::BindingType::Sampler:
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;
}
}
}
@ -176,10 +174,12 @@ namespace opengl {
GLint location = glGetUniformLocation(mProgram, name.c_str());
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);
GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];
GLuint textureIndex =
indices[combined.textureLocation.group][combined.textureLocation.binding];
mUnitsForTextures[textureIndex].push_back(textureUnit);
textureUnit++;
@ -187,7 +187,8 @@ namespace opengl {
}
}
const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(nxt::ShaderStage stage) const {
const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(
nxt::ShaderStage stage) const {
return mGlPushConstants[stage];
}
@ -209,5 +210,4 @@ namespace opengl {
glUseProgram(mProgram);
}
}
}
}} // namespace backend::opengl

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@ -21,8 +21,7 @@
#include <vector>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class Device;
class PersistentPipelineState;
@ -33,7 +32,8 @@ namespace opengl {
PipelineGL(PipelineBase* parent, PipelineBuilder* builder);
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 std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const;
@ -49,7 +49,6 @@ namespace opengl {
std::vector<std::vector<GLuint>> mUnitsForTextures;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_PIPELINEGL_H_

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@ -16,11 +16,9 @@
#include "backend/opengl/OpenGLBackend.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder)
: PipelineLayoutBase(builder) {
PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder) : PipelineLayoutBase(builder) {
GLuint uboIndex = 0;
GLuint samplerIndex = 0;
GLuint sampledTextureIndex = 0;
@ -76,5 +74,4 @@ namespace opengl {
return mNumSampledTextures;
}
}
}
}} // namespace backend::opengl

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@ -19,8 +19,7 @@
#include "glad/glad.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class Device;
@ -28,7 +27,8 @@ namespace opengl {
public:
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;
GLuint GetTextureUnitsUsed() const;
@ -41,7 +41,6 @@ namespace opengl {
size_t mNumSampledTextures;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_PIPELINELAYOUTGL_H_

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@ -20,8 +20,7 @@
#include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
@ -40,10 +39,11 @@ namespace opengl {
UNREACHABLE();
}
}
}
} // namespace
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), PipelineGL(this, builder),
: RenderPipelineBase(builder),
PipelineGL(this, builder),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
}
@ -68,5 +68,4 @@ namespace opengl {
}
}
}
}
}} // namespace backend::opengl

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@ -23,8 +23,7 @@
#include <vector>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class PersistentPipelineState;
@ -40,7 +39,6 @@ namespace opengl {
GLenum mGlPrimitiveTopology;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_RENDERPIPELINEGL_H_

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

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

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@ -21,8 +21,7 @@
#include <sstream>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
std::string GetBindingName(uint32_t group, uint32_t binding) {
std::ostringstream o;
@ -35,7 +34,8 @@ namespace opengl {
}
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 {
@ -46,8 +46,7 @@ namespace opengl {
return o.str();
}
ShaderModule::ShaderModule(ShaderModuleBuilder* builder)
: ShaderModuleBase(builder) {
ShaderModule::ShaderModule(ShaderModuleBuilder* builder) : ShaderModuleBase(builder) {
spirv_cross::CompilerGLSL compiler(builder->AcquireSpirv());
spirv_cross::CompilerGLSL::Options options;
@ -60,8 +59,8 @@ namespace opengl {
options.vertex.flip_vert_y = true;
compiler.set_options(options);
// Rename the push constant block to be prefixed with the shader stage type so that uniform names
// don't match between the FS and the VS.
// Rename the push constant block to be prefixed with the shader stage type so that uniform
// names don't match between the FS and the VS.
const auto& resources = compiler.get_shader_resources();
if (resources.push_constant_buffers.size() > 0) {
const char* prefix = nullptr;
@ -95,10 +94,14 @@ namespace opengl {
mCombinedInfo.emplace_back();
auto& info = mCombinedInfo.back();
info.samplerLocation.group = compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
info.samplerLocation.binding = 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);
info.samplerLocation.group =
compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
info.samplerLocation.binding =
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());
}
@ -127,5 +130,4 @@ namespace opengl {
return mCombinedInfo;
}
}
}
}} // namespace backend::opengl

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@ -19,8 +19,7 @@
#include "glad/glad.h"
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
class Device;
@ -53,7 +52,6 @@ namespace opengl {
std::string mGlslSource;
};
}
}
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_SHADERMODULEGL_H_

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

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

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@ -19,8 +19,7 @@
#include <algorithm>
#include <vector>
namespace backend {
namespace opengl {
namespace backend { namespace opengl {
namespace {
@ -43,7 +42,8 @@ namespace opengl {
// This doesn't have an enum for the internal format in OpenGL.
return {GL_NONE, GL_BGRA, GL_UNSIGNED_BYTE};
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:
UNREACHABLE();
}
@ -55,12 +55,11 @@ namespace opengl {
return handle;
}
}
} // namespace
// Texture
Texture::Texture(TextureBuilder* builder)
: Texture(builder, GenTexture()) {
Texture::Texture(TextureBuilder* builder) : Texture(builder, GenTexture()) {
}
Texture::Texture(TextureBuilder* builder, GLuint handle)
@ -76,7 +75,8 @@ namespace opengl {
glBindTexture(mTarget, handle);
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);
height = std::max(uint32_t(1), height / 2);
}
@ -87,7 +87,8 @@ namespace opengl {
}
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 {
@ -107,9 +108,7 @@ namespace opengl {
// TextureView
TextureView::TextureView(TextureViewBuilder* builder)
: TextureViewBase(builder) {
TextureView::TextureView(TextureViewBuilder* builder) : TextureViewBase(builder) {
}
}
}
}} // namespace backend::opengl

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