// Copyright 2018 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "dawn/native/opengl/DeviceGL.h" #include "dawn/native/BackendConnection.h" #include "dawn/native/BindGroupLayout.h" #include "dawn/native/ErrorData.h" #include "dawn/native/StagingBuffer.h" #include "dawn/native/opengl/BindGroupGL.h" #include "dawn/native/opengl/BindGroupLayoutGL.h" #include "dawn/native/opengl/BufferGL.h" #include "dawn/native/opengl/CommandBufferGL.h" #include "dawn/native/opengl/ComputePipelineGL.h" #include "dawn/native/opengl/PipelineLayoutGL.h" #include "dawn/native/opengl/QuerySetGL.h" #include "dawn/native/opengl/QueueGL.h" #include "dawn/native/opengl/RenderPipelineGL.h" #include "dawn/native/opengl/SamplerGL.h" #include "dawn/native/opengl/ShaderModuleGL.h" #include "dawn/native/opengl/SwapChainGL.h" #include "dawn/native/opengl/TextureGL.h" namespace dawn::native::opengl { // static ResultOrError> Device::Create(AdapterBase* adapter, const DeviceDescriptor* descriptor, const OpenGLFunctions& functions) { Ref device = AcquireRef(new Device(adapter, descriptor, functions)); DAWN_TRY(device->Initialize(descriptor)); return device; } Device::Device(AdapterBase* adapter, const DeviceDescriptor* descriptor, const OpenGLFunctions& functions) : DeviceBase(adapter, descriptor), gl(functions) { } Device::~Device() { Destroy(); } MaybeError Device::Initialize(const DeviceDescriptor* descriptor) { InitTogglesFromDriver(); mFormatTable = BuildGLFormatTable(); return DeviceBase::Initialize(new Queue(this), descriptor); } void Device::InitTogglesFromDriver() { bool supportsBaseVertex = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 2); bool supportsBaseInstance = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(4, 2); // TODO(crbug.com/dawn/582): Use OES_draw_buffers_indexed where available. bool supportsIndexedDrawBuffers = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 0); bool supportsSnormRead = gl.IsAtLeastGL(4, 4) || gl.IsGLExtensionSupported("GL_EXT_render_snorm"); bool supportsDepthStencilRead = gl.IsAtLeastGL(3, 0) || gl.IsGLExtensionSupported("GL_NV_read_depth_stencil"); bool supportsSampleVariables = gl.IsAtLeastGL(4, 0) || gl.IsAtLeastGLES(3, 2) || gl.IsGLExtensionSupported("GL_OES_sample_variables"); // TODO(crbug.com/dawn/343): We can support the extension variants, but need to load the EXT // procs without the extension suffix. // We'll also need emulation of shader builtins gl_BaseVertex and gl_BaseInstance. // supportsBaseVertex |= // (gl.IsAtLeastGLES(2, 0) && // (gl.IsGLExtensionSupported("OES_draw_elements_base_vertex") || // gl.IsGLExtensionSupported("EXT_draw_elements_base_vertex"))) || // (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_draw_elements_base_vertex")); // supportsBaseInstance |= // (gl.IsAtLeastGLES(3, 1) && gl.IsGLExtensionSupported("EXT_base_instance")) || // (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_base_instance")); // TODO(crbug.com/dawn/343): Investigate emulation. SetToggle(Toggle::DisableBaseVertex, !supportsBaseVertex); SetToggle(Toggle::DisableBaseInstance, !supportsBaseInstance); SetToggle(Toggle::DisableIndexedDrawBuffers, !supportsIndexedDrawBuffers); SetToggle(Toggle::DisableSnormRead, !supportsSnormRead); SetToggle(Toggle::DisableDepthStencilRead, !supportsDepthStencilRead); SetToggle(Toggle::DisableSampleVariables, !supportsSampleVariables); SetToggle(Toggle::FlushBeforeClientWaitSync, gl.GetVersion().IsES()); // For OpenGL ES, we must use dummy fragment shader for vertex-only render pipeline. SetToggle(Toggle::UseDummyFragmentInVertexOnlyPipeline, gl.GetVersion().IsES()); } const GLFormat& Device::GetGLFormat(const Format& format) { ASSERT(format.isSupported); ASSERT(format.GetIndex() < mFormatTable.size()); const GLFormat& result = mFormatTable[format.GetIndex()]; ASSERT(result.isSupportedOnBackend); return result; } ResultOrError> Device::CreateBindGroupImpl( const BindGroupDescriptor* descriptor) { DAWN_TRY(ValidateGLBindGroupDescriptor(descriptor)); return BindGroup::Create(this, descriptor); } ResultOrError> Device::CreateBindGroupLayoutImpl( const BindGroupLayoutDescriptor* descriptor, PipelineCompatibilityToken pipelineCompatibilityToken) { return AcquireRef(new BindGroupLayout(this, descriptor, pipelineCompatibilityToken)); } ResultOrError> Device::CreateBufferImpl(const BufferDescriptor* descriptor) { return AcquireRef(new Buffer(this, descriptor)); } ResultOrError> Device::CreateCommandBuffer( CommandEncoder* encoder, const CommandBufferDescriptor* descriptor) { return AcquireRef(new CommandBuffer(encoder, descriptor)); } Ref Device::CreateUninitializedComputePipelineImpl( const ComputePipelineDescriptor* descriptor) { return ComputePipeline::CreateUninitialized(this, descriptor); } ResultOrError> Device::CreatePipelineLayoutImpl( const PipelineLayoutDescriptor* descriptor) { return AcquireRef(new PipelineLayout(this, descriptor)); } ResultOrError> Device::CreateQuerySetImpl( const QuerySetDescriptor* descriptor) { return AcquireRef(new QuerySet(this, descriptor)); } Ref Device::CreateUninitializedRenderPipelineImpl( const RenderPipelineDescriptor* descriptor) { return RenderPipeline::CreateUninitialized(this, descriptor); } ResultOrError> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) { return AcquireRef(new Sampler(this, descriptor)); } ResultOrError> Device::CreateShaderModuleImpl( const ShaderModuleDescriptor* descriptor, ShaderModuleParseResult* parseResult) { return ShaderModule::Create(this, descriptor, parseResult); } ResultOrError> Device::CreateSwapChainImpl( const SwapChainDescriptor* descriptor) { return AcquireRef(new SwapChain(this, descriptor)); } ResultOrError> Device::CreateSwapChainImpl( Surface* surface, NewSwapChainBase* previousSwapChain, const SwapChainDescriptor* descriptor) { return DAWN_FORMAT_VALIDATION_ERROR("New swapchains not implemented."); } ResultOrError> Device::CreateTextureImpl(const TextureDescriptor* descriptor) { return AcquireRef(new Texture(this, descriptor)); } ResultOrError> Device::CreateTextureViewImpl( TextureBase* texture, const TextureViewDescriptor* descriptor) { return AcquireRef(new TextureView(texture, descriptor)); } void Device::SubmitFenceSync() { GLsync sync = gl.FenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); IncrementLastSubmittedCommandSerial(); mFencesInFlight.emplace(sync, GetLastSubmittedCommandSerial()); } MaybeError Device::ValidateEGLImageCanBeWrapped(const TextureDescriptor* descriptor, ::EGLImage image) { DAWN_INVALID_IF(descriptor->dimension != wgpu::TextureDimension::e2D, "Texture dimension (%s) is not %s.", descriptor->dimension, wgpu::TextureDimension::e2D); DAWN_INVALID_IF(descriptor->mipLevelCount != 1, "Mip level count (%u) is not 1.", descriptor->mipLevelCount); DAWN_INVALID_IF(descriptor->size.depthOrArrayLayers != 1, "Array layer count (%u) is not 1.", descriptor->size.depthOrArrayLayers); DAWN_INVALID_IF(descriptor->sampleCount != 1, "Sample count (%u) is not 1.", descriptor->sampleCount); DAWN_INVALID_IF(descriptor->usage & (wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding), "Texture usage (%s) cannot have %s or %s.", descriptor->usage, wgpu::TextureUsage::TextureBinding, wgpu::TextureUsage::StorageBinding); return {}; } TextureBase* Device::CreateTextureWrappingEGLImage(const ExternalImageDescriptor* descriptor, ::EGLImage image) { const TextureDescriptor* textureDescriptor = FromAPI(descriptor->cTextureDescriptor); if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) { return nullptr; } if (ConsumedError(ValidateEGLImageCanBeWrapped(textureDescriptor, image))) { return nullptr; } GLuint tex; gl.GenTextures(1, &tex); gl.BindTexture(GL_TEXTURE_2D, tex); gl.EGLImageTargetTexture2DOES(GL_TEXTURE_2D, image); GLint width, height, internalFormat; gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat); if (textureDescriptor->size.width != static_cast(width) || textureDescriptor->size.height != static_cast(height) || textureDescriptor->size.depthOrArrayLayers != 1) { ConsumedError(DAWN_FORMAT_VALIDATION_ERROR( "EGLImage size (width: %u, height: %u, depth: 1) doesn't match descriptor size %s.", width, height, &textureDescriptor->size)); gl.DeleteTextures(1, &tex); return nullptr; } // TODO(dawn:803): Validate the OpenGL texture format from the EGLImage against the format // in the passed-in TextureDescriptor. return new Texture(this, textureDescriptor, tex, TextureBase::TextureState::OwnedInternal); } MaybeError Device::TickImpl() { return {}; } ResultOrError Device::CheckAndUpdateCompletedSerials() { ExecutionSerial fenceSerial{0}; while (!mFencesInFlight.empty()) { auto [sync, tentativeSerial] = mFencesInFlight.front(); // Fence are added in order, so we can stop searching as soon // as we see one that's not ready. // TODO(crbug.com/dawn/633): Remove this workaround after the deadlock issue is fixed. if (IsToggleEnabled(Toggle::FlushBeforeClientWaitSync)) { gl.Flush(); } GLenum result = gl.ClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0); if (result == GL_TIMEOUT_EXPIRED) { return fenceSerial; } // Update fenceSerial since fence is ready. fenceSerial = tentativeSerial; gl.DeleteSync(sync); mFencesInFlight.pop(); ASSERT(fenceSerial > GetCompletedCommandSerial()); } return fenceSerial; } ResultOrError> Device::CreateStagingBuffer(size_t size) { return DAWN_UNIMPLEMENTED_ERROR("Device unable to create staging buffer."); } MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source, uint64_t sourceOffset, BufferBase* destination, uint64_t destinationOffset, uint64_t size) { return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer."); } MaybeError Device::CopyFromStagingToTexture(const StagingBufferBase* source, const TextureDataLayout& src, TextureCopy* dst, const Extent3D& copySizePixels) { return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer to texture."); } void Device::DestroyImpl() { ASSERT(GetState() == State::Disconnected); } MaybeError Device::WaitForIdleForDestruction() { gl.Finish(); DAWN_TRY(CheckPassedSerials()); ASSERT(mFencesInFlight.empty()); return {}; } uint32_t Device::GetOptimalBytesPerRowAlignment() const { return 1; } uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const { return 1; } float Device::GetTimestampPeriodInNS() const { return 1.0f; } } // namespace dawn::native::opengl