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https://github.com/encounter/dawn-cmake.git
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Fix inclusive language presubmit
The current presubmit has the filter inverted so it would only attempt to match the filtered files. The file name also has to be converted to `LocalPath` otherwise it's attempting to compare a python object to a string and always fails to match. Bug: dawn:1339 Change-Id: Ie7712dee60f6b9df2cb78c9feab11769f7ea1f02 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87080 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
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Dawn LUCI CQ
parent
6a3373e419
commit
fb5a492787
@@ -99,8 +99,8 @@ namespace dawn::native::opengl {
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SetToggle(Toggle::DisableDepthStencilRead, !supportsDepthStencilRead);
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SetToggle(Toggle::DisableSampleVariables, !supportsSampleVariables);
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SetToggle(Toggle::FlushBeforeClientWaitSync, gl.GetVersion().IsES());
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// For OpenGL ES, we must use dummy fragment shader for vertex-only render pipeline.
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SetToggle(Toggle::UseDummyFragmentInVertexOnlyPipeline, gl.GetVersion().IsES());
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// For OpenGL ES, we must use a placeholder fragment shader for vertex-only render pipeline.
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SetToggle(Toggle::UsePlaceholderFragmentInVertexOnlyPipeline, gl.GetVersion().IsES());
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}
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const GLFormat& Device::GetGLFormat(const Format& format) {
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@@ -87,26 +87,26 @@ namespace dawn::native::opengl {
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// Create an OpenGL shader for each stage and gather the list of combined samplers.
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PerStage<CombinedSamplerInfo> combinedSamplers;
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bool needsDummySampler = false;
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bool needsPlaceholderSampler = false;
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std::vector<GLuint> glShaders;
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for (SingleShaderStage stage : IterateStages(activeStages)) {
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const ShaderModule* module = ToBackend(stages[stage].module.Get());
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std::string glsl;
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DAWN_TRY_ASSIGN(glsl, module->TranslateToGLSL(stages[stage].entryPoint.c_str(), stage,
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&combinedSamplers[stage], layout,
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&needsDummySampler));
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&needsPlaceholderSampler));
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GLuint shader;
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DAWN_TRY_ASSIGN(shader, CreateShader(gl, GLShaderType(stage), glsl.c_str()));
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gl.AttachShader(mProgram, shader);
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glShaders.push_back(shader);
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}
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if (needsDummySampler) {
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if (needsPlaceholderSampler) {
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SamplerDescriptor desc = {};
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ASSERT(desc.minFilter == wgpu::FilterMode::Nearest);
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ASSERT(desc.magFilter == wgpu::FilterMode::Nearest);
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ASSERT(desc.mipmapFilter == wgpu::FilterMode::Nearest);
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mDummySampler =
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mPlaceholderSampler =
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ToBackend(layout->GetDevice()->GetOrCreateSampler(&desc).AcquireSuccess());
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}
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@@ -164,8 +164,8 @@ namespace dawn::native::opengl {
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wgpu::TextureSampleType::Float;
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}
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{
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if (combined.useDummySampler) {
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mDummySamplerUnits.push_back(textureUnit);
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if (combined.usePlaceholderSampler) {
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mPlaceholderSamplerUnits.push_back(textureUnit);
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} else {
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const BindGroupLayoutBase* bgl =
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layout->GetBindGroupLayout(combined.samplerLocation.group);
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@@ -209,9 +209,9 @@ namespace dawn::native::opengl {
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void PipelineGL::ApplyNow(const OpenGLFunctions& gl) {
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gl.UseProgram(mProgram);
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for (GLuint unit : mDummySamplerUnits) {
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ASSERT(mDummySampler.Get() != nullptr);
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gl.BindSampler(unit, mDummySampler->GetNonFilteringHandle());
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for (GLuint unit : mPlaceholderSamplerUnits) {
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ASSERT(mPlaceholderSampler.Get() != nullptr);
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gl.BindSampler(unit, mPlaceholderSampler->GetNonFilteringHandle());
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}
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}
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@@ -58,10 +58,10 @@ namespace dawn::native::opengl {
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GLuint mProgram;
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std::vector<std::vector<SamplerUnit>> mUnitsForSamplers;
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std::vector<std::vector<GLuint>> mUnitsForTextures;
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std::vector<GLuint> mDummySamplerUnits;
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std::vector<GLuint> mPlaceholderSamplerUnits;
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// TODO(enga): This could live on the Device, or elsewhere, but currently it makes Device
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// destruction complex as it requires the sampler to be destroyed before the sampler cache.
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Ref<Sampler> mDummySampler;
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Ref<Sampler> mPlaceholderSampler;
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};
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} // namespace dawn::native::opengl
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@@ -39,15 +39,15 @@ namespace dawn::native::opengl {
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}
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bool operator<(const CombinedSampler& a, const CombinedSampler& b) {
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return std::tie(a.useDummySampler, a.samplerLocation, a.textureLocation) <
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std::tie(b.useDummySampler, a.samplerLocation, b.textureLocation);
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return std::tie(a.usePlaceholderSampler, a.samplerLocation, a.textureLocation) <
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std::tie(b.usePlaceholderSampler, a.samplerLocation, b.textureLocation);
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}
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std::string CombinedSampler::GetName() const {
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std::ostringstream o;
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o << "dawn_combined";
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if (useDummySampler) {
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o << "_dummy_sampler";
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if (usePlaceholderSampler) {
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o << "_placeholder_sampler";
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} else {
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o << "_" << static_cast<uint32_t>(samplerLocation.group) << "_"
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<< static_cast<uint32_t>(samplerLocation.binding);
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@@ -82,7 +82,7 @@ namespace dawn::native::opengl {
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SingleShaderStage stage,
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CombinedSamplerInfo* combinedSamplers,
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const PipelineLayout* layout,
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bool* needsDummySampler) const {
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bool* needsPlaceholderSampler) const {
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TRACE_EVENT0(GetDevice()->GetPlatform(), General, "TranslateToGLSL");
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tint::transform::Manager transformManager;
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tint::transform::DataMap transformInputs;
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@@ -111,7 +111,7 @@ namespace dawn::native::opengl {
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// of the original texture and sampler, and generates a unique name. The
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// corresponding uniforms will be retrieved by these generated names
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// in PipelineGL. Any texture-only references will have
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// "useDummySampler" set to true, and only the texture binding point
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// "usePlaceholderSampler" set to true, and only the texture binding point
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// will be used in naming them. In addition, Dawn will bind a
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// non-filtering sampler for them (see PipelineGL).
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auto uses = inspector.GetSamplerTextureUses(entryPointName, placeholderBindingPoint);
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@@ -120,10 +120,10 @@ namespace dawn::native::opengl {
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CombinedSampler* info = &combinedSamplers->back();
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if (use.sampler_binding_point == placeholderBindingPoint) {
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info->useDummySampler = true;
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*needsDummySampler = true;
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info->usePlaceholderSampler = true;
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*needsPlaceholderSampler = true;
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} else {
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info->useDummySampler = false;
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info->usePlaceholderSampler = false;
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}
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info->samplerLocation.group = BindGroupIndex(use.sampler_binding_point.group);
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info->samplerLocation.binding = BindingNumber(use.sampler_binding_point.binding);
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@@ -131,7 +131,7 @@ namespace dawn::native::opengl {
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info->textureLocation.binding = BindingNumber(use.texture_binding_point.binding);
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tintOptions.binding_map[use] = info->GetName();
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}
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if (*needsDummySampler) {
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if (*needsPlaceholderSampler) {
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tintOptions.placeholder_binding_point = placeholderBindingPoint;
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}
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@@ -36,8 +36,9 @@ namespace dawn::native::opengl {
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BindingLocation samplerLocation;
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BindingLocation textureLocation;
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// OpenGL requires a sampler with texelFetch. If this is true, the developer did not provide
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// one and Dawn should bind a dummy non-filtering sampler. |samplerLocation| is unused.
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bool useDummySampler;
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// one and Dawn should bind a placeholder non-filtering sampler. |samplerLocation| is
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// unused.
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bool usePlaceholderSampler;
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std::string GetName() const;
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};
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bool operator<(const CombinedSampler& a, const CombinedSampler& b);
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@@ -57,7 +58,7 @@ namespace dawn::native::opengl {
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SingleShaderStage stage,
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CombinedSamplerInfo* combinedSamplers,
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const PipelineLayout* layout,
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bool* needsDummySampler) const;
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bool* needsPlaceholderSampler) const;
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private:
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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