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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>
87 lines
3.1 KiB
C++
87 lines
3.1 KiB
C++
// 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/opengl/PipelineLayoutGL.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/opengl/DeviceGL.h"
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namespace dawn_native { namespace opengl {
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PipelineLayout::PipelineLayout(Device* device, const PipelineLayoutDescriptor* descriptor)
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: PipelineLayoutBase(device, descriptor) {
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GLuint uboIndex = 0;
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GLuint samplerIndex = 0;
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GLuint sampledTextureIndex = 0;
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GLuint ssboIndex = 0;
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for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const BindGroupLayoutBase* bgl = GetBindGroupLayout(group);
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for (BindingIndex bindingIndex = 0; bindingIndex < bgl->GetBindingCount();
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++bindingIndex) {
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switch (bgl->GetBindingInfo(bindingIndex).type) {
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case wgpu::BindingType::UniformBuffer:
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mIndexInfo[group][bindingIndex] = uboIndex;
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uboIndex++;
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break;
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case wgpu::BindingType::Sampler:
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mIndexInfo[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[group][bindingIndex] = sampledTextureIndex;
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sampledTextureIndex++;
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break;
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer:
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mIndexInfo[group][bindingIndex] = ssboIndex;
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ssboIndex++;
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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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// TODO(shaobo.yan@intel.com): Implement dynamic buffer offset
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}
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}
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}
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mNumSamplers = samplerIndex;
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mNumSampledTextures = sampledTextureIndex;
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}
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const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const {
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return mIndexInfo;
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}
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GLuint PipelineLayout::GetTextureUnitsUsed() const {
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return 0;
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}
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size_t PipelineLayout::GetNumSamplers() const {
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return mNumSamplers;
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}
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size_t PipelineLayout::GetNumSampledTextures() const {
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return mNumSampledTextures;
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}
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}} // namespace dawn_native::opengl
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