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This makes accessing per-index data simpler, and now that dynamic buffer bindings are packed at the front, the old IterateBitset on the dynamic buffer binding mask can be replaced with a simple loop over the beginning bindings. Bug: dawn:354 Change-Id: I1adf371c3228690758f90ab1f0de88ad8d0f950d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17681 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
78 lines
3.2 KiB
Plaintext
78 lines
3.2 KiB
Plaintext
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/metal/PipelineLayoutMTL.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/metal/DeviceMTL.h"
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namespace dawn_native { namespace metal {
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PipelineLayout::PipelineLayout(Device* device, const PipelineLayoutDescriptor* descriptor)
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: PipelineLayoutBase(device, descriptor) {
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// Each stage has its own numbering namespace in CompilerMSL.
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for (auto stage : IterateStages(kAllStages)) {
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uint32_t bufferIndex = 0;
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uint32_t samplerIndex = 0;
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uint32_t textureIndex = 0;
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for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
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for (BindingIndex bindingIndex = 0;
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bindingIndex < GetBindGroupLayout(group)->GetBindingCount(); ++bindingIndex) {
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const BindGroupLayoutBase::BindingInfo& bindingInfo =
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GetBindGroupLayout(group)->GetBindingInfo(bindingIndex);
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if (!(bindingInfo.visibility & StageBit(stage))) {
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continue;
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}
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switch (bindingInfo.type) {
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case wgpu::BindingType::UniformBuffer:
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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mIndexInfo[stage][group][bindingIndex] = bufferIndex;
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bufferIndex++;
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break;
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case wgpu::BindingType::Sampler:
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mIndexInfo[stage][group][bindingIndex] = samplerIndex;
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samplerIndex++;
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break;
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case wgpu::BindingType::SampledTexture:
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mIndexInfo[stage][group][bindingIndex] = textureIndex;
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textureIndex++;
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break;
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case wgpu::BindingType::StorageTexture:
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture:
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UNREACHABLE();
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break;
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}
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}
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}
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mBufferBindingCount[stage] = bufferIndex;
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}
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}
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const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo(
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SingleShaderStage stage) const {
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return mIndexInfo[stage];
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}
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uint32_t PipelineLayout::GetBufferBindingCount(SingleShaderStage stage) {
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return mBufferBindingCount[stage];
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}
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}} // namespace dawn_native::metal
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