Brandon Jones 0126761de8 Enable Queue, Device labels to be set.
Queue labels can be set by the defaultQueue.label member of the device
descriptor or the setQueue method.

Device labels can be set label member of the device
descriptor or the setQueue method.

D3D12 and VK backend label support included.

Change-Id: Id12dd6e1fc8f1519c55e4efb35e1ead67c085e46
Bug: dawn:1323
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/85540
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
2022-04-02 04:45:41 +00:00

316 lines
14 KiB
C++

// 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<Ref<Device>> Device::Create(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const OpenGLFunctions& functions) {
Ref<Device> 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<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
DAWN_TRY(ValidateGLBindGroupDescriptor(descriptor));
return BindGroup::Create(this, descriptor);
}
ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor,
PipelineCompatibilityToken pipelineCompatibilityToken) {
return AcquireRef(new BindGroupLayout(this, descriptor, pipelineCompatibilityToken));
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return AcquireRef(new Buffer(this, descriptor));
}
ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return AcquireRef(new CommandBuffer(encoder, descriptor));
}
Ref<ComputePipelineBase> Device::CreateUninitializedComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return ComputePipeline::CreateUninitialized(this, descriptor);
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return AcquireRef(new PipelineLayout(this, descriptor));
}
ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) {
return AcquireRef(new QuerySet(this, descriptor));
}
Ref<RenderPipelineBase> Device::CreateUninitializedRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) {
return RenderPipeline::CreateUninitialized(this, descriptor);
}
ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return AcquireRef(new Sampler(this, descriptor));
}
ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult) {
return ShaderModule::Create(this, descriptor, parseResult);
}
ResultOrError<Ref<SwapChainBase>> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return AcquireRef(new SwapChain(this, descriptor));
}
ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return DAWN_FORMAT_VALIDATION_ERROR("New swapchains not implemented.");
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return AcquireRef(new Texture(this, descriptor));
}
ResultOrError<Ref<TextureViewBase>> 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<uint32_t>(width) ||
textureDescriptor->size.height != static_cast<uint32_t>(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<ExecutionSerial> 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<std::unique_ptr<StagingBufferBase>> 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