dawn-cmake/src/dawn_native/opengl/PipelineLayoutGL.cpp
Austin Eng 0847cb4637 Convert LayoutBindingInfo to an array of BindingInfos
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>
2020-03-26 17:22:14 +00:00

87 lines
3.1 KiB
C++

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