// Copyright 2017 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/RenderPipelineGL.h" #include "dawn/native/opengl/DeviceGL.h" #include "dawn/native/opengl/Forward.h" #include "dawn/native/opengl/PersistentPipelineStateGL.h" #include "dawn/native/opengl/UtilsGL.h" namespace dawn::native::opengl { namespace { GLenum GLPrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) { switch (primitiveTopology) { case wgpu::PrimitiveTopology::PointList: return GL_POINTS; case wgpu::PrimitiveTopology::LineList: return GL_LINES; case wgpu::PrimitiveTopology::LineStrip: return GL_LINE_STRIP; case wgpu::PrimitiveTopology::TriangleList: return GL_TRIANGLES; case wgpu::PrimitiveTopology::TriangleStrip: return GL_TRIANGLE_STRIP; } UNREACHABLE(); } void ApplyFrontFaceAndCulling(const OpenGLFunctions& gl, wgpu::FrontFace face, wgpu::CullMode mode) { // Note that we invert winding direction in OpenGL. Because Y axis is up in OpenGL, // which is different from WebGPU and other backends (Y axis is down). GLenum direction = (face == wgpu::FrontFace::CCW) ? GL_CW : GL_CCW; gl.FrontFace(direction); if (mode == wgpu::CullMode::None) { gl.Disable(GL_CULL_FACE); } else { gl.Enable(GL_CULL_FACE); GLenum cullMode = (mode == wgpu::CullMode::Front) ? GL_FRONT : GL_BACK; gl.CullFace(cullMode); } } GLenum GLBlendFactor(wgpu::BlendFactor factor, bool alpha) { switch (factor) { case wgpu::BlendFactor::Zero: return GL_ZERO; case wgpu::BlendFactor::One: return GL_ONE; case wgpu::BlendFactor::Src: return GL_SRC_COLOR; case wgpu::BlendFactor::OneMinusSrc: return GL_ONE_MINUS_SRC_COLOR; case wgpu::BlendFactor::SrcAlpha: return GL_SRC_ALPHA; case wgpu::BlendFactor::OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA; case wgpu::BlendFactor::Dst: return GL_DST_COLOR; case wgpu::BlendFactor::OneMinusDst: return GL_ONE_MINUS_DST_COLOR; case wgpu::BlendFactor::DstAlpha: return GL_DST_ALPHA; case wgpu::BlendFactor::OneMinusDstAlpha: return GL_ONE_MINUS_DST_ALPHA; case wgpu::BlendFactor::SrcAlphaSaturated: return GL_SRC_ALPHA_SATURATE; case wgpu::BlendFactor::Constant: return alpha ? GL_CONSTANT_ALPHA : GL_CONSTANT_COLOR; case wgpu::BlendFactor::OneMinusConstant: return alpha ? GL_ONE_MINUS_CONSTANT_ALPHA : GL_ONE_MINUS_CONSTANT_COLOR; } UNREACHABLE(); } GLenum GLBlendMode(wgpu::BlendOperation operation) { switch (operation) { case wgpu::BlendOperation::Add: return GL_FUNC_ADD; case wgpu::BlendOperation::Subtract: return GL_FUNC_SUBTRACT; case wgpu::BlendOperation::ReverseSubtract: return GL_FUNC_REVERSE_SUBTRACT; case wgpu::BlendOperation::Min: return GL_MIN; case wgpu::BlendOperation::Max: return GL_MAX; } UNREACHABLE(); } void ApplyColorState(const OpenGLFunctions& gl, ColorAttachmentIndex attachment, const ColorTargetState* state) { GLuint colorBuffer = static_cast(static_cast(attachment)); if (state->blend != nullptr) { gl.Enablei(GL_BLEND, colorBuffer); gl.BlendEquationSeparatei(colorBuffer, GLBlendMode(state->blend->color.operation), GLBlendMode(state->blend->alpha.operation)); gl.BlendFuncSeparatei(colorBuffer, GLBlendFactor(state->blend->color.srcFactor, false), GLBlendFactor(state->blend->color.dstFactor, false), GLBlendFactor(state->blend->alpha.srcFactor, true), GLBlendFactor(state->blend->alpha.dstFactor, true)); } else { gl.Disablei(GL_BLEND, colorBuffer); } gl.ColorMaski(colorBuffer, state->writeMask & wgpu::ColorWriteMask::Red, state->writeMask & wgpu::ColorWriteMask::Green, state->writeMask & wgpu::ColorWriteMask::Blue, state->writeMask & wgpu::ColorWriteMask::Alpha); } void ApplyColorState(const OpenGLFunctions& gl, const ColorTargetState* state) { if (state->blend != nullptr) { gl.Enable(GL_BLEND); gl.BlendEquationSeparate(GLBlendMode(state->blend->color.operation), GLBlendMode(state->blend->alpha.operation)); gl.BlendFuncSeparate(GLBlendFactor(state->blend->color.srcFactor, false), GLBlendFactor(state->blend->color.dstFactor, false), GLBlendFactor(state->blend->alpha.srcFactor, true), GLBlendFactor(state->blend->alpha.dstFactor, true)); } else { gl.Disable(GL_BLEND); } gl.ColorMask(state->writeMask & wgpu::ColorWriteMask::Red, state->writeMask & wgpu::ColorWriteMask::Green, state->writeMask & wgpu::ColorWriteMask::Blue, state->writeMask & wgpu::ColorWriteMask::Alpha); } bool Equal(const BlendComponent& lhs, const BlendComponent& rhs) { return lhs.operation == rhs.operation && lhs.srcFactor == rhs.srcFactor && lhs.dstFactor == rhs.dstFactor; } GLuint OpenGLStencilOperation(wgpu::StencilOperation stencilOperation) { switch (stencilOperation) { case wgpu::StencilOperation::Keep: return GL_KEEP; case wgpu::StencilOperation::Zero: return GL_ZERO; case wgpu::StencilOperation::Replace: return GL_REPLACE; case wgpu::StencilOperation::Invert: return GL_INVERT; case wgpu::StencilOperation::IncrementClamp: return GL_INCR; case wgpu::StencilOperation::DecrementClamp: return GL_DECR; case wgpu::StencilOperation::IncrementWrap: return GL_INCR_WRAP; case wgpu::StencilOperation::DecrementWrap: return GL_DECR_WRAP; } UNREACHABLE(); } void ApplyDepthStencilState(const OpenGLFunctions& gl, const DepthStencilState* descriptor, PersistentPipelineState* persistentPipelineState) { // Depth writes only occur if depth is enabled if (descriptor->depthCompare == wgpu::CompareFunction::Always && !descriptor->depthWriteEnabled) { gl.Disable(GL_DEPTH_TEST); } else { gl.Enable(GL_DEPTH_TEST); } if (descriptor->depthWriteEnabled) { gl.DepthMask(GL_TRUE); } else { gl.DepthMask(GL_FALSE); } gl.DepthFunc(ToOpenGLCompareFunction(descriptor->depthCompare)); if (StencilTestEnabled(descriptor)) { gl.Enable(GL_STENCIL_TEST); } else { gl.Disable(GL_STENCIL_TEST); } GLenum backCompareFunction = ToOpenGLCompareFunction(descriptor->stencilBack.compare); GLenum frontCompareFunction = ToOpenGLCompareFunction(descriptor->stencilFront.compare); persistentPipelineState->SetStencilFuncsAndMask(gl, backCompareFunction, frontCompareFunction, descriptor->stencilReadMask); gl.StencilOpSeparate(GL_BACK, OpenGLStencilOperation(descriptor->stencilBack.failOp), OpenGLStencilOperation(descriptor->stencilBack.depthFailOp), OpenGLStencilOperation(descriptor->stencilBack.passOp)); gl.StencilOpSeparate(GL_FRONT, OpenGLStencilOperation(descriptor->stencilFront.failOp), OpenGLStencilOperation(descriptor->stencilFront.depthFailOp), OpenGLStencilOperation(descriptor->stencilFront.passOp)); gl.StencilMask(descriptor->stencilWriteMask); } } // anonymous namespace // static Ref RenderPipeline::CreateUninitialized( Device* device, const RenderPipelineDescriptor* descriptor) { return AcquireRef(new RenderPipeline(device, descriptor)); } RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor) : RenderPipelineBase(device, descriptor), mVertexArrayObject(0), mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {} MaybeError RenderPipeline::Initialize() { DAWN_TRY( InitializeBase(ToBackend(GetDevice())->GetGL(), ToBackend(GetLayout()), GetAllStages())); CreateVAOForVertexState(); return {}; } RenderPipeline::~RenderPipeline() = default; void RenderPipeline::DestroyImpl() { RenderPipelineBase::DestroyImpl(); const OpenGLFunctions& gl = ToBackend(GetDevice())->GetGL(); gl.DeleteVertexArrays(1, &mVertexArrayObject); gl.BindVertexArray(0); DeleteProgram(gl); } GLenum RenderPipeline::GetGLPrimitiveTopology() const { return mGlPrimitiveTopology; } ityp::bitset RenderPipeline::GetAttributesUsingVertexBuffer(VertexBufferSlot slot) const { ASSERT(!IsError()); return mAttributesUsingVertexBuffer[slot]; } void RenderPipeline::CreateVAOForVertexState() { const OpenGLFunctions& gl = ToBackend(GetDevice())->GetGL(); gl.GenVertexArrays(1, &mVertexArrayObject); gl.BindVertexArray(mVertexArrayObject); for (VertexAttributeLocation location : IterateBitSet(GetAttributeLocationsUsed())) { const auto& attribute = GetAttribute(location); GLuint glAttrib = static_cast(static_cast(location)); gl.EnableVertexAttribArray(glAttrib); mAttributesUsingVertexBuffer[attribute.vertexBufferSlot][location] = true; const VertexBufferInfo& vertexBuffer = GetVertexBuffer(attribute.vertexBufferSlot); if (vertexBuffer.arrayStride == 0) { // Emulate a stride of zero (constant vertex attribute) by // setting the attribute instance divisor to a huge number. gl.VertexAttribDivisor(glAttrib, 0xffffffff); } else { switch (vertexBuffer.stepMode) { case wgpu::VertexStepMode::Vertex: break; case wgpu::VertexStepMode::Instance: gl.VertexAttribDivisor(glAttrib, 1); break; case wgpu::VertexStepMode::VertexBufferNotUsed: UNREACHABLE(); } } } } void RenderPipeline::ApplyNow(PersistentPipelineState& persistentPipelineState) { const OpenGLFunctions& gl = ToBackend(GetDevice())->GetGL(); PipelineGL::ApplyNow(gl); ASSERT(mVertexArrayObject); gl.BindVertexArray(mVertexArrayObject); ApplyFrontFaceAndCulling(gl, GetFrontFace(), GetCullMode()); ApplyDepthStencilState(gl, GetDepthStencilState(), &persistentPipelineState); gl.SampleMaski(0, GetSampleMask()); if (IsAlphaToCoverageEnabled()) { gl.Enable(GL_SAMPLE_ALPHA_TO_COVERAGE); } else { gl.Disable(GL_SAMPLE_ALPHA_TO_COVERAGE); } if (IsDepthBiasEnabled()) { gl.Enable(GL_POLYGON_OFFSET_FILL); float depthBias = GetDepthBias(); float slopeScale = GetDepthBiasSlopeScale(); if (gl.PolygonOffsetClamp != nullptr) { gl.PolygonOffsetClamp(slopeScale, depthBias, GetDepthBiasClamp()); } else { gl.PolygonOffset(slopeScale, depthBias); } } else { gl.Disable(GL_POLYGON_OFFSET_FILL); } if (!GetDevice()->IsToggleEnabled(Toggle::DisableIndexedDrawBuffers)) { for (ColorAttachmentIndex attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) { ApplyColorState(gl, attachmentSlot, GetColorTargetState(attachmentSlot)); } } else { const ColorTargetState* prevDescriptor = nullptr; for (ColorAttachmentIndex attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) { const ColorTargetState* descriptor = GetColorTargetState(attachmentSlot); if (!prevDescriptor) { ApplyColorState(gl, descriptor); prevDescriptor = descriptor; } else if ((descriptor->blend == nullptr) != (prevDescriptor->blend == nullptr)) { // TODO(crbug.com/dawn/582): GLES < 3.2 does not support different blend states // per color target. Add validation to prevent this as it is not. ASSERT(false); } else if (descriptor->blend != nullptr) { if (!Equal(descriptor->blend->alpha, prevDescriptor->blend->alpha) || !Equal(descriptor->blend->color, prevDescriptor->blend->color) || descriptor->writeMask != prevDescriptor->writeMask) { // TODO(crbug.com/dawn/582) ASSERT(false); } } } } } } // namespace dawn::native::opengl