mirror of
https://github.com/encounter/dawn-cmake.git
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This patch adds the basic supports of read-only and write-only storage textures on OpenGL backend. Currently on OpenGL backend we only support using either a layer of a texture or the entire texture as either read- only or write-only storage texture. BUG=dawn:267 TEST=dawn_end2end_tests Change-Id: I235b98d8d961a17739ea35eec9726dcc80889c4b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/22180 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
1132 lines
54 KiB
C++
1132 lines
54 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/CommandBufferGL.h"
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/BindGroupTracker.h"
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#include "dawn_native/CommandEncoder.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/RenderBundle.h"
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#include "dawn_native/opengl/BufferGL.h"
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#include "dawn_native/opengl/ComputePipelineGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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#include "dawn_native/opengl/Forward.h"
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#include "dawn_native/opengl/PersistentPipelineStateGL.h"
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#include "dawn_native/opengl/PipelineLayoutGL.h"
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#include "dawn_native/opengl/RenderPipelineGL.h"
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#include "dawn_native/opengl/SamplerGL.h"
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#include "dawn_native/opengl/TextureGL.h"
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#include "dawn_native/opengl/UtilsGL.h"
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#include <cstring>
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namespace dawn_native { namespace opengl {
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namespace {
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GLenum IndexFormatType(wgpu::IndexFormat format) {
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switch (format) {
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case wgpu::IndexFormat::Uint16:
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return GL_UNSIGNED_SHORT;
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case wgpu::IndexFormat::Uint32:
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return GL_UNSIGNED_INT;
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default:
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UNREACHABLE();
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}
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}
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GLenum VertexFormatType(wgpu::VertexFormat format) {
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switch (format) {
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case wgpu::VertexFormat::UChar2:
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case wgpu::VertexFormat::UChar4:
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case wgpu::VertexFormat::UChar2Norm:
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case wgpu::VertexFormat::UChar4Norm:
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return GL_UNSIGNED_BYTE;
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case wgpu::VertexFormat::Char2:
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case wgpu::VertexFormat::Char4:
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case wgpu::VertexFormat::Char2Norm:
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case wgpu::VertexFormat::Char4Norm:
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return GL_BYTE;
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case wgpu::VertexFormat::UShort2:
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case wgpu::VertexFormat::UShort4:
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case wgpu::VertexFormat::UShort2Norm:
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case wgpu::VertexFormat::UShort4Norm:
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return GL_UNSIGNED_SHORT;
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case wgpu::VertexFormat::Short2:
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case wgpu::VertexFormat::Short4:
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case wgpu::VertexFormat::Short2Norm:
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case wgpu::VertexFormat::Short4Norm:
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return GL_SHORT;
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case wgpu::VertexFormat::Half2:
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case wgpu::VertexFormat::Half4:
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return GL_HALF_FLOAT;
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case wgpu::VertexFormat::Float:
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case wgpu::VertexFormat::Float2:
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case wgpu::VertexFormat::Float3:
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case wgpu::VertexFormat::Float4:
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return GL_FLOAT;
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case wgpu::VertexFormat::UInt:
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case wgpu::VertexFormat::UInt2:
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case wgpu::VertexFormat::UInt3:
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case wgpu::VertexFormat::UInt4:
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return GL_UNSIGNED_INT;
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case wgpu::VertexFormat::Int:
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case wgpu::VertexFormat::Int2:
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case wgpu::VertexFormat::Int3:
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case wgpu::VertexFormat::Int4:
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return GL_INT;
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default:
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UNREACHABLE();
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}
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}
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GLboolean VertexFormatIsNormalized(wgpu::VertexFormat format) {
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switch (format) {
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case wgpu::VertexFormat::UChar2Norm:
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case wgpu::VertexFormat::UChar4Norm:
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case wgpu::VertexFormat::Char2Norm:
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case wgpu::VertexFormat::Char4Norm:
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case wgpu::VertexFormat::UShort2Norm:
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case wgpu::VertexFormat::UShort4Norm:
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case wgpu::VertexFormat::Short2Norm:
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case wgpu::VertexFormat::Short4Norm:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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bool VertexFormatIsInt(wgpu::VertexFormat format) {
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switch (format) {
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case wgpu::VertexFormat::UChar2:
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case wgpu::VertexFormat::UChar4:
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case wgpu::VertexFormat::Char2:
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case wgpu::VertexFormat::Char4:
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case wgpu::VertexFormat::UShort2:
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case wgpu::VertexFormat::UShort4:
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case wgpu::VertexFormat::Short2:
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case wgpu::VertexFormat::Short4:
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case wgpu::VertexFormat::UInt:
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case wgpu::VertexFormat::UInt2:
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case wgpu::VertexFormat::UInt3:
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case wgpu::VertexFormat::UInt4:
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case wgpu::VertexFormat::Int:
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case wgpu::VertexFormat::Int2:
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case wgpu::VertexFormat::Int3:
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case wgpu::VertexFormat::Int4:
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return true;
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default:
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return false;
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}
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}
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// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
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// corresponds to a VertexState. On the contrary in Dawn they are part of the global state.
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// This means that we have to re-apply these buffers on a VertexState change.
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class VertexStateBufferBindingTracker {
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public:
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void OnSetIndexBuffer(BufferBase* buffer) {
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mIndexBufferDirty = true;
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mIndexBuffer = ToBackend(buffer);
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}
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void OnSetVertexBuffer(uint32_t slot, BufferBase* buffer, uint64_t offset) {
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mVertexBuffers[slot] = ToBackend(buffer);
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mVertexBufferOffsets[slot] = offset;
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// Use 64 bit masks and make sure there are no shift UB
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static_assert(kMaxVertexBuffers <= 8 * sizeof(unsigned long long) - 1, "");
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mDirtyVertexBuffers |= 1ull << slot;
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}
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void OnSetPipeline(RenderPipelineBase* pipeline) {
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if (mLastPipeline == pipeline) {
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return;
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}
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mIndexBufferDirty = true;
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mDirtyVertexBuffers |= pipeline->GetVertexBufferSlotsUsed();
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mLastPipeline = pipeline;
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}
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void Apply(const OpenGLFunctions& gl) {
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if (mIndexBufferDirty && mIndexBuffer != nullptr) {
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gl.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->GetHandle());
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mIndexBufferDirty = false;
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}
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for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers &
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mLastPipeline->GetVertexBufferSlotsUsed())) {
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for (uint32_t location :
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IterateBitSet(mLastPipeline->GetAttributesUsingVertexBuffer(slot))) {
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const VertexAttributeInfo& attribute =
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mLastPipeline->GetAttribute(location);
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GLuint buffer = mVertexBuffers[slot]->GetHandle();
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uint64_t offset = mVertexBufferOffsets[slot];
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const VertexBufferInfo& vertexBuffer = mLastPipeline->GetVertexBuffer(slot);
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uint32_t components = VertexFormatNumComponents(attribute.format);
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GLenum formatType = VertexFormatType(attribute.format);
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GLboolean normalized = VertexFormatIsNormalized(attribute.format);
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gl.BindBuffer(GL_ARRAY_BUFFER, buffer);
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if (VertexFormatIsInt(attribute.format)) {
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gl.VertexAttribIPointer(
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location, components, formatType, vertexBuffer.arrayStride,
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reinterpret_cast<void*>(
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static_cast<intptr_t>(offset + attribute.offset)));
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} else {
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gl.VertexAttribPointer(location, components, formatType, normalized,
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vertexBuffer.arrayStride,
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reinterpret_cast<void*>(static_cast<intptr_t>(
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offset + attribute.offset)));
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}
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}
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}
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mDirtyVertexBuffers.reset();
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}
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private:
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bool mIndexBufferDirty = false;
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Buffer* mIndexBuffer = nullptr;
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std::bitset<kMaxVertexBuffers> mDirtyVertexBuffers;
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std::array<Buffer*, kMaxVertexBuffers> mVertexBuffers;
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std::array<uint64_t, kMaxVertexBuffers> mVertexBufferOffsets;
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RenderPipelineBase* mLastPipeline = nullptr;
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};
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class BindGroupTracker : public BindGroupTrackerBase<false, uint64_t> {
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public:
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void OnSetPipeline(RenderPipeline* pipeline) {
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BindGroupTrackerBase::OnSetPipeline(pipeline);
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mPipeline = pipeline;
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}
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void OnSetPipeline(ComputePipeline* pipeline) {
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BindGroupTrackerBase::OnSetPipeline(pipeline);
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mPipeline = pipeline;
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}
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void Apply(const OpenGLFunctions& gl) {
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for (uint32_t index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) {
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ApplyBindGroup(gl, index, mBindGroups[index], mDynamicOffsetCounts[index],
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mDynamicOffsets[index].data());
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}
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DidApply();
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}
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private:
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void ApplyBindGroup(const OpenGLFunctions& gl,
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uint32_t index,
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BindGroupBase* group,
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uint32_t dynamicOffsetCount,
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uint64_t* dynamicOffsets) {
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const auto& indices = ToBackend(mPipelineLayout)->GetBindingIndexInfo()[index];
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uint32_t currentDynamicOffsetIndex = 0;
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for (BindingIndex bindingIndex = 0;
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bindingIndex < group->GetLayout()->GetBindingCount(); ++bindingIndex) {
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const BindingInfo& bindingInfo =
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group->GetLayout()->GetBindingInfo(bindingIndex);
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switch (bindingInfo.type) {
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case wgpu::BindingType::UniformBuffer: {
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BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
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GLuint buffer = ToBackend(binding.buffer)->GetHandle();
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GLuint uboIndex = indices[bindingIndex];
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GLuint offset = binding.offset;
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if (bindingInfo.hasDynamicOffset) {
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offset += dynamicOffsets[currentDynamicOffsetIndex];
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++currentDynamicOffsetIndex;
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}
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gl.BindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, offset,
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binding.size);
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break;
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}
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case wgpu::BindingType::StorageBuffer:
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case wgpu::BindingType::ReadonlyStorageBuffer: {
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BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
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GLuint buffer = ToBackend(binding.buffer)->GetHandle();
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GLuint ssboIndex = indices[bindingIndex];
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GLuint offset = binding.offset;
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if (bindingInfo.hasDynamicOffset) {
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offset += dynamicOffsets[currentDynamicOffsetIndex];
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++currentDynamicOffsetIndex;
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}
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gl.BindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer, offset,
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binding.size);
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break;
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}
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case wgpu::BindingType::Sampler:
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case wgpu::BindingType::ComparisonSampler: {
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Sampler* sampler = ToBackend(group->GetBindingAsSampler(bindingIndex));
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GLuint samplerIndex = indices[bindingIndex];
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for (PipelineGL::SamplerUnit unit :
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mPipeline->GetTextureUnitsForSampler(samplerIndex)) {
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// Only use filtering for certain texture units, because int and
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// uint texture are only complete without filtering
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if (unit.shouldUseFiltering) {
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gl.BindSampler(unit.unit, sampler->GetFilteringHandle());
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} else {
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gl.BindSampler(unit.unit, sampler->GetNonFilteringHandle());
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}
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}
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break;
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}
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case wgpu::BindingType::SampledTexture: {
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TextureView* view =
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ToBackend(group->GetBindingAsTextureView(bindingIndex));
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GLuint handle = view->GetHandle();
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GLenum target = view->GetGLTarget();
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GLuint viewIndex = indices[bindingIndex];
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for (auto unit : mPipeline->GetTextureUnitsForTextureView(viewIndex)) {
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gl.ActiveTexture(GL_TEXTURE0 + unit);
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gl.BindTexture(target, handle);
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}
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break;
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}
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture: {
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TextureView* view =
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ToBackend(group->GetBindingAsTextureView(bindingIndex));
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Texture* texture = ToBackend(view->GetTexture());
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GLuint handle = texture->GetHandle();
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GLuint imageIndex = indices[bindingIndex];
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GLenum access;
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switch (bindingInfo.type) {
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case wgpu::BindingType::ReadonlyStorageTexture:
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access = GL_READ_ONLY;
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break;
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case wgpu::BindingType::WriteonlyStorageTexture:
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access = GL_WRITE_ONLY;
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break;
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default:
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UNREACHABLE();
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break;
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}
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// OpenGL ES only supports either binding a layer or the entire texture
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// in glBindImageTexture().
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GLboolean isLayered;
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if (view->GetLayerCount() == 1) {
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isLayered = GL_FALSE;
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} else if (texture->GetArrayLayers() == view->GetLayerCount()) {
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isLayered = GL_TRUE;
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} else {
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UNREACHABLE();
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}
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gl.BindImageTexture(imageIndex, handle, view->GetBaseMipLevel(),
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isLayered, view->GetBaseArrayLayer(), access,
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texture->GetGLFormat().internalFormat);
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break;
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}
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case wgpu::BindingType::StorageTexture:
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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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PipelineGL* mPipeline = nullptr;
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};
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void ResolveMultisampledRenderTargets(const OpenGLFunctions& gl,
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const BeginRenderPassCmd* renderPass) {
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ASSERT(renderPass != nullptr);
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GLuint readFbo = 0;
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GLuint writeFbo = 0;
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for (uint32_t i :
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IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
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if (renderPass->colorAttachments[i].resolveTarget.Get() != nullptr) {
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if (readFbo == 0) {
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ASSERT(writeFbo == 0);
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gl.GenFramebuffers(1, &readFbo);
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gl.GenFramebuffers(1, &writeFbo);
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}
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const TextureBase* colorTexture =
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renderPass->colorAttachments[i].view->GetTexture();
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ASSERT(colorTexture->IsMultisampledTexture());
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ASSERT(colorTexture->GetArrayLayers() == 1);
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ASSERT(renderPass->colorAttachments[i].view->GetBaseMipLevel() == 0);
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GLuint colorHandle = ToBackend(colorTexture)->GetHandle();
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFbo);
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gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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ToBackend(colorTexture)->GetGLTarget(), colorHandle, 0);
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const TextureBase* resolveTexture =
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renderPass->colorAttachments[i].resolveTarget->GetTexture();
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GLuint resolveTextureHandle = ToBackend(resolveTexture)->GetHandle();
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GLuint resolveTargetMipmapLevel =
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renderPass->colorAttachments[i].resolveTarget->GetBaseMipLevel();
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, writeFbo);
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if (resolveTexture->GetArrayLayers() == 1) {
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, resolveTextureHandle,
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resolveTargetMipmapLevel);
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} else {
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GLuint resolveTargetArrayLayer =
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renderPass->colorAttachments[i].resolveTarget->GetBaseArrayLayer();
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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resolveTextureHandle, resolveTargetMipmapLevel,
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resolveTargetArrayLayer);
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}
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gl.BlitFramebuffer(0, 0, renderPass->width, renderPass->height, 0, 0,
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renderPass->width, renderPass->height, GL_COLOR_BUFFER_BIT,
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GL_NEAREST);
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}
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}
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gl.DeleteFramebuffers(1, &readFbo);
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gl.DeleteFramebuffers(1, &writeFbo);
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}
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// OpenGL SPEC requires the source/destination region must be a region that is contained
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// within srcImage/dstImage. Here the size of the image refers to the virtual size, while
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// Dawn validates texture copy extent with the physical size, so we need to re-calculate the
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// texture copy extent to ensure it should fit in the virtual size of the subresource.
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Extent3D ComputeTextureCopyExtent(const TextureCopy& textureCopy,
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const Extent3D& copySize) {
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Extent3D validTextureCopyExtent = copySize;
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const TextureBase* texture = textureCopy.texture.Get();
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Extent3D virtualSizeAtLevel = texture->GetMipLevelVirtualSize(textureCopy.mipLevel);
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if (textureCopy.origin.x + copySize.width > virtualSizeAtLevel.width) {
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ASSERT(texture->GetFormat().isCompressed);
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validTextureCopyExtent.width = virtualSizeAtLevel.width - textureCopy.origin.x;
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}
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if (textureCopy.origin.y + copySize.height > virtualSizeAtLevel.height) {
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ASSERT(texture->GetFormat().isCompressed);
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validTextureCopyExtent.height = virtualSizeAtLevel.height - textureCopy.origin.y;
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}
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return validTextureCopyExtent;
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}
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} // namespace
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CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
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: CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) {
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}
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CommandBuffer::~CommandBuffer() {
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FreeCommands(&mCommands);
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}
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void CommandBuffer::Execute() {
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const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
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auto TransitionForPass = [](const PassResourceUsage& usages) {
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for (size_t i = 0; i < usages.textures.size(); i++) {
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Texture* texture = ToBackend(usages.textures[i]);
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// Clear textures that are not output attachments. Output attachments will be
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// cleared in BeginRenderPass by setting the loadop to clear when the
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// texture subresource has not been initialized before the render pass.
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if (!(usages.textureUsages[i].usage & wgpu::TextureUsage::OutputAttachment)) {
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texture->EnsureSubresourceContentInitialized(0, texture->GetNumMipLevels(), 0,
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texture->GetArrayLayers());
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}
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}
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};
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const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass;
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uint32_t nextPassNumber = 0;
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Command type;
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while (mCommands.NextCommandId(&type)) {
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switch (type) {
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case Command::BeginComputePass: {
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mCommands.NextCommand<BeginComputePassCmd>();
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TransitionForPass(passResourceUsages[nextPassNumber]);
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ExecuteComputePass();
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nextPassNumber++;
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break;
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}
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case Command::BeginRenderPass: {
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auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
|
|
TransitionForPass(passResourceUsages[nextPassNumber]);
|
|
|
|
LazyClearRenderPassAttachments(cmd);
|
|
ExecuteRenderPass(cmd);
|
|
|
|
nextPassNumber++;
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToBuffer: {
|
|
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
|
|
|
|
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(copy->source)->GetHandle());
|
|
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER,
|
|
ToBackend(copy->destination)->GetHandle());
|
|
gl.CopyBufferSubData(GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER,
|
|
copy->sourceOffset, copy->destinationOffset, copy->size);
|
|
|
|
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::CopyBufferToTexture: {
|
|
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
|
|
auto& src = copy->source;
|
|
auto& dst = copy->destination;
|
|
auto& copySize = copy->copySize;
|
|
Buffer* buffer = ToBackend(src.buffer.Get());
|
|
Texture* texture = ToBackend(dst.texture.Get());
|
|
GLenum target = texture->GetGLTarget();
|
|
const GLFormat& format = texture->GetGLFormat();
|
|
if (IsCompleteSubresourceCopiedTo(texture, copySize, dst.mipLevel)) {
|
|
texture->SetIsSubresourceContentInitialized(true, dst.mipLevel, 1,
|
|
dst.arrayLayer, 1);
|
|
} else {
|
|
texture->EnsureSubresourceContentInitialized(dst.mipLevel, 1,
|
|
dst.arrayLayer, 1);
|
|
}
|
|
|
|
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->GetHandle());
|
|
gl.ActiveTexture(GL_TEXTURE0);
|
|
gl.BindTexture(target, texture->GetHandle());
|
|
|
|
const Format& formatInfo = texture->GetFormat();
|
|
gl.PixelStorei(
|
|
GL_UNPACK_ROW_LENGTH,
|
|
src.bytesPerRow / formatInfo.blockByteSize * formatInfo.blockWidth);
|
|
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, src.rowsPerImage);
|
|
|
|
if (formatInfo.isCompressed) {
|
|
gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_SIZE, formatInfo.blockByteSize);
|
|
gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_WIDTH, formatInfo.blockWidth);
|
|
gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_HEIGHT, formatInfo.blockHeight);
|
|
gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_DEPTH, 1);
|
|
|
|
ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D);
|
|
uint64_t copyDataSize = (copySize.width / formatInfo.blockWidth) *
|
|
(copySize.height / formatInfo.blockHeight) *
|
|
formatInfo.blockByteSize;
|
|
Extent3D copyExtent = ComputeTextureCopyExtent(dst, copySize);
|
|
|
|
if (texture->GetArrayLayers() > 1) {
|
|
gl.CompressedTexSubImage3D(
|
|
target, dst.mipLevel, dst.origin.x, dst.origin.y, dst.arrayLayer,
|
|
copyExtent.width, copyExtent.height, 1, format.internalFormat,
|
|
copyDataSize,
|
|
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
|
|
} else {
|
|
gl.CompressedTexSubImage2D(
|
|
target, dst.mipLevel, dst.origin.x, dst.origin.y, copyExtent.width,
|
|
copyExtent.height, format.internalFormat, copyDataSize,
|
|
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
|
|
}
|
|
} else {
|
|
switch (texture->GetDimension()) {
|
|
case wgpu::TextureDimension::e2D:
|
|
if (texture->GetArrayLayers() > 1) {
|
|
gl.TexSubImage3D(target, dst.mipLevel, dst.origin.x,
|
|
dst.origin.y, dst.arrayLayer, copySize.width,
|
|
copySize.height, 1, format.format, format.type,
|
|
reinterpret_cast<void*>(
|
|
static_cast<uintptr_t>(src.offset)));
|
|
} else {
|
|
gl.TexSubImage2D(target, dst.mipLevel, dst.origin.x,
|
|
dst.origin.y, copySize.width, copySize.height,
|
|
format.format, format.type,
|
|
reinterpret_cast<void*>(
|
|
static_cast<uintptr_t>(src.offset)));
|
|
}
|
|
break;
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
}
|
|
}
|
|
|
|
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
|
|
|
|
gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToBuffer: {
|
|
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
|
|
auto& src = copy->source;
|
|
auto& dst = copy->destination;
|
|
auto& copySize = copy->copySize;
|
|
Texture* texture = ToBackend(src.texture.Get());
|
|
Buffer* buffer = ToBackend(dst.buffer.Get());
|
|
const Format& format = texture->GetFormat();
|
|
const GLFormat& glFormat = texture->GetGLFormat();
|
|
GLenum target = texture->GetGLTarget();
|
|
|
|
// TODO(jiawei.shao@intel.com): support texture-to-buffer copy with compressed
|
|
// texture formats.
|
|
if (format.isCompressed) {
|
|
UNREACHABLE();
|
|
}
|
|
|
|
texture->EnsureSubresourceContentInitialized(src.mipLevel, 1, src.arrayLayer,
|
|
1);
|
|
// The only way to move data from a texture to a buffer in GL is via
|
|
// glReadPixels with a pack buffer. Create a temporary FBO for the copy.
|
|
gl.BindTexture(target, texture->GetHandle());
|
|
|
|
GLuint readFBO = 0;
|
|
gl.GenFramebuffers(1, &readFBO);
|
|
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
|
|
|
|
GLenum glAttachment = 0;
|
|
switch (format.aspect) {
|
|
case Format::Aspect::Color:
|
|
glAttachment = GL_COLOR_ATTACHMENT0;
|
|
break;
|
|
case Format::Aspect::Depth:
|
|
glAttachment = GL_DEPTH_ATTACHMENT;
|
|
break;
|
|
case Format::Aspect::Stencil:
|
|
glAttachment = GL_STENCIL_ATTACHMENT;
|
|
break;
|
|
case Format::Aspect::DepthStencil:
|
|
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
break;
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
|
|
switch (texture->GetDimension()) {
|
|
case wgpu::TextureDimension::e2D:
|
|
if (texture->GetArrayLayers() > 1) {
|
|
gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment,
|
|
texture->GetHandle(), src.mipLevel,
|
|
src.arrayLayer);
|
|
} else {
|
|
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, target,
|
|
texture->GetHandle(), src.mipLevel);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
}
|
|
|
|
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
|
|
gl.PixelStorei(GL_PACK_ROW_LENGTH, dst.bytesPerRow / format.blockByteSize);
|
|
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, dst.rowsPerImage);
|
|
ASSERT(copySize.depth == 1 && src.origin.z == 0);
|
|
void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset));
|
|
gl.ReadPixels(src.origin.x, src.origin.y, copySize.width, copySize.height,
|
|
glFormat.format, glFormat.type, offset);
|
|
gl.PixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
|
|
|
|
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
gl.DeleteFramebuffers(1, &readFBO);
|
|
break;
|
|
}
|
|
|
|
case Command::CopyTextureToTexture: {
|
|
CopyTextureToTextureCmd* copy =
|
|
mCommands.NextCommand<CopyTextureToTextureCmd>();
|
|
auto& src = copy->source;
|
|
auto& dst = copy->destination;
|
|
|
|
// TODO(jiawei.shao@intel.com): add workaround for the case that imageExtentSrc
|
|
// is not equal to imageExtentDst. For example when copySize fits in the virtual
|
|
// size of the source image but does not fit in the one of the destination
|
|
// image.
|
|
Extent3D copySize = ComputeTextureCopyExtent(dst, copy->copySize);
|
|
Texture* srcTexture = ToBackend(src.texture.Get());
|
|
Texture* dstTexture = ToBackend(dst.texture.Get());
|
|
srcTexture->EnsureSubresourceContentInitialized(src.mipLevel, 1, src.arrayLayer,
|
|
1);
|
|
if (IsCompleteSubresourceCopiedTo(dstTexture, copySize, dst.mipLevel)) {
|
|
dstTexture->SetIsSubresourceContentInitialized(
|
|
true, dst.mipLevel, 1, dst.arrayLayer, copy->copySize.depth);
|
|
} else {
|
|
dstTexture->EnsureSubresourceContentInitialized(
|
|
dst.mipLevel, 1, dst.arrayLayer, copy->copySize.depth);
|
|
}
|
|
gl.CopyImageSubData(srcTexture->GetHandle(), srcTexture->GetGLTarget(),
|
|
src.mipLevel, src.origin.x, src.origin.y, src.arrayLayer,
|
|
dstTexture->GetHandle(), dstTexture->GetGLTarget(),
|
|
dst.mipLevel, dst.origin.x, dst.origin.y, dst.arrayLayer,
|
|
copySize.width, copySize.height, copy->copySize.depth);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CommandBuffer::ExecuteComputePass() {
|
|
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
|
|
ComputePipeline* lastPipeline = nullptr;
|
|
BindGroupTracker bindGroupTracker = {};
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::EndComputePass: {
|
|
mCommands.NextCommand<EndComputePassCmd>();
|
|
return;
|
|
}
|
|
|
|
case Command::Dispatch: {
|
|
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
gl.DispatchCompute(dispatch->x, dispatch->y, dispatch->z);
|
|
// TODO(cwallez@chromium.org): add barriers to the API
|
|
gl.MemoryBarrier(GL_ALL_BARRIER_BITS);
|
|
break;
|
|
}
|
|
|
|
case Command::DispatchIndirect: {
|
|
DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>();
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
uint64_t indirectBufferOffset = dispatch->indirectOffset;
|
|
Buffer* indirectBuffer = ToBackend(dispatch->indirectBuffer.Get());
|
|
|
|
gl.BindBuffer(GL_DISPATCH_INDIRECT_BUFFER, indirectBuffer->GetHandle());
|
|
gl.DispatchComputeIndirect(static_cast<GLintptr>(indirectBufferOffset));
|
|
// TODO(cwallez@chromium.org): add barriers to the API
|
|
gl.MemoryBarrier(GL_ALL_BARRIER_BITS);
|
|
break;
|
|
}
|
|
|
|
case Command::SetComputePipeline: {
|
|
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
|
|
lastPipeline = ToBackend(cmd->pipeline).Get();
|
|
lastPipeline->ApplyNow();
|
|
|
|
bindGroupTracker.OnSetPipeline(lastPipeline);
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
bindGroupTracker.OnSetBindGroup(cmd->index, cmd->group.Get(),
|
|
cmd->dynamicOffsetCount, dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker:
|
|
case Command::PopDebugGroup:
|
|
case Command::PushDebugGroup: {
|
|
// Due to lack of linux driver support for GL_EXT_debug_marker
|
|
// extension these functions are skipped.
|
|
SkipCommand(&mCommands, type);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// EndComputePass should have been called
|
|
UNREACHABLE();
|
|
}
|
|
|
|
void CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass) {
|
|
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
|
|
GLuint fbo = 0;
|
|
|
|
// Create the framebuffer used for this render pass and calls the correct glDrawBuffers
|
|
{
|
|
// TODO(kainino@chromium.org): This is added to possibly work around an issue seen on
|
|
// Windows/Intel. It should break any feedback loop before the clears, even if there
|
|
// shouldn't be any negative effects from this. Investigate whether it's actually
|
|
// needed.
|
|
gl.BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
// TODO(kainino@chromium.org): possible future optimization: create these framebuffers
|
|
// at Framebuffer build time (or maybe CommandBuffer build time) so they don't have to
|
|
// be created and destroyed at draw time.
|
|
gl.GenFramebuffers(1, &fbo);
|
|
gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
|
|
|
|
// Mapping from attachmentSlot to GL framebuffer attachment points. Defaults to zero
|
|
// (GL_NONE).
|
|
std::array<GLenum, kMaxColorAttachments> drawBuffers = {};
|
|
|
|
// Construct GL framebuffer
|
|
|
|
unsigned int attachmentCount = 0;
|
|
for (uint32_t i :
|
|
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
|
|
TextureViewBase* textureView = renderPass->colorAttachments[i].view.Get();
|
|
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
|
|
|
// Attach color buffers.
|
|
if (textureView->GetTexture()->GetArrayLayers() == 1) {
|
|
GLenum target = ToBackend(textureView->GetTexture())->GetGLTarget();
|
|
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, target,
|
|
texture, textureView->GetBaseMipLevel());
|
|
} else {
|
|
gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
|
|
texture, textureView->GetBaseMipLevel(),
|
|
textureView->GetBaseArrayLayer());
|
|
}
|
|
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
|
attachmentCount = i + 1;
|
|
}
|
|
gl.DrawBuffers(attachmentCount, drawBuffers.data());
|
|
|
|
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
|
|
TextureViewBase* textureView = renderPass->depthStencilAttachment.view.Get();
|
|
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
|
const Format& format = textureView->GetTexture()->GetFormat();
|
|
|
|
// Attach depth/stencil buffer.
|
|
GLenum glAttachment = 0;
|
|
// TODO(kainino@chromium.org): it may be valid to just always use
|
|
// GL_DEPTH_STENCIL_ATTACHMENT here.
|
|
switch (format.aspect) {
|
|
case Format::Aspect::Depth:
|
|
glAttachment = GL_DEPTH_ATTACHMENT;
|
|
break;
|
|
case Format::Aspect::Stencil:
|
|
glAttachment = GL_STENCIL_ATTACHMENT;
|
|
break;
|
|
case Format::Aspect::DepthStencil:
|
|
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
break;
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
|
|
if (textureView->GetTexture()->GetArrayLayers() == 1) {
|
|
GLenum target = ToBackend(textureView->GetTexture())->GetGLTarget();
|
|
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, target, texture,
|
|
textureView->GetBaseMipLevel());
|
|
} else {
|
|
gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment, texture,
|
|
textureView->GetBaseMipLevel(),
|
|
textureView->GetBaseArrayLayer());
|
|
}
|
|
}
|
|
}
|
|
|
|
ASSERT(gl.CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
|
|
// Set defaults for dynamic state before executing clears and commands.
|
|
PersistentPipelineState persistentPipelineState;
|
|
persistentPipelineState.SetDefaultState(gl);
|
|
gl.BlendColor(0, 0, 0, 0);
|
|
gl.Viewport(0, 0, renderPass->width, renderPass->height);
|
|
gl.DepthRangef(0.0, 1.0);
|
|
gl.Scissor(0, 0, renderPass->width, renderPass->height);
|
|
|
|
// Clear framebuffer attachments as needed
|
|
{
|
|
for (uint32_t i :
|
|
IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) {
|
|
auto* attachmentInfo = &renderPass->colorAttachments[i];
|
|
|
|
// Load op - color
|
|
// TODO(cwallez@chromium.org): Choose the clear function depending on the
|
|
// componentType: things work for now because the clear color is always a float, but
|
|
// when that's fixed will lose precision on integer formats when converting to
|
|
// float.
|
|
if (attachmentInfo->loadOp == wgpu::LoadOp::Clear) {
|
|
gl.ColorMaski(i, true, true, true, true);
|
|
gl.ClearBufferfv(GL_COLOR, i, &attachmentInfo->clearColor.r);
|
|
}
|
|
|
|
if (attachmentInfo->storeOp == wgpu::StoreOp::Clear) {
|
|
// TODO(natlee@microsoft.com): call glDiscard to do optimization
|
|
}
|
|
}
|
|
|
|
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
|
|
auto* attachmentInfo = &renderPass->depthStencilAttachment;
|
|
const Format& attachmentFormat = attachmentInfo->view->GetTexture()->GetFormat();
|
|
|
|
// Load op - depth/stencil
|
|
bool doDepthClear = attachmentFormat.HasDepth() &&
|
|
(attachmentInfo->depthLoadOp == wgpu::LoadOp::Clear);
|
|
bool doStencilClear = attachmentFormat.HasStencil() &&
|
|
(attachmentInfo->stencilLoadOp == wgpu::LoadOp::Clear);
|
|
|
|
if (doDepthClear) {
|
|
gl.DepthMask(GL_TRUE);
|
|
}
|
|
if (doStencilClear) {
|
|
gl.StencilMask(GetStencilMaskFromStencilFormat(attachmentFormat.format));
|
|
}
|
|
|
|
if (doDepthClear && doStencilClear) {
|
|
gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, attachmentInfo->clearDepth,
|
|
attachmentInfo->clearStencil);
|
|
} else if (doDepthClear) {
|
|
gl.ClearBufferfv(GL_DEPTH, 0, &attachmentInfo->clearDepth);
|
|
} else if (doStencilClear) {
|
|
const GLint clearStencil = attachmentInfo->clearStencil;
|
|
gl.ClearBufferiv(GL_STENCIL, 0, &clearStencil);
|
|
}
|
|
}
|
|
}
|
|
|
|
RenderPipeline* lastPipeline = nullptr;
|
|
uint64_t indexBufferBaseOffset = 0;
|
|
|
|
VertexStateBufferBindingTracker vertexStateBufferBindingTracker;
|
|
BindGroupTracker bindGroupTracker = {};
|
|
|
|
auto DoRenderBundleCommand = [&](CommandIterator* iter, Command type) {
|
|
switch (type) {
|
|
case Command::Draw: {
|
|
DrawCmd* draw = iter->NextCommand<DrawCmd>();
|
|
vertexStateBufferBindingTracker.Apply(gl);
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
if (draw->firstInstance > 0) {
|
|
gl.DrawArraysInstancedBaseInstance(
|
|
lastPipeline->GetGLPrimitiveTopology(), draw->firstVertex,
|
|
draw->vertexCount, draw->instanceCount, draw->firstInstance);
|
|
} else {
|
|
// This branch is only needed on OpenGL < 4.2
|
|
gl.DrawArraysInstanced(lastPipeline->GetGLPrimitiveTopology(),
|
|
draw->firstVertex, draw->vertexCount,
|
|
draw->instanceCount);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexed: {
|
|
DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>();
|
|
vertexStateBufferBindingTracker.Apply(gl);
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
wgpu::IndexFormat indexFormat =
|
|
lastPipeline->GetVertexStateDescriptor()->indexFormat;
|
|
size_t formatSize = IndexFormatSize(indexFormat);
|
|
GLenum formatType = IndexFormatType(indexFormat);
|
|
|
|
if (draw->firstInstance > 0) {
|
|
gl.DrawElementsInstancedBaseVertexBaseInstance(
|
|
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, formatType,
|
|
reinterpret_cast<void*>(draw->firstIndex * formatSize +
|
|
indexBufferBaseOffset),
|
|
draw->instanceCount, draw->baseVertex, draw->firstInstance);
|
|
} else {
|
|
// This branch is only needed on OpenGL < 4.2; ES < 3.2
|
|
if (draw->baseVertex != 0) {
|
|
gl.DrawElementsInstancedBaseVertex(
|
|
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount,
|
|
formatType,
|
|
reinterpret_cast<void*>(draw->firstIndex * formatSize +
|
|
indexBufferBaseOffset),
|
|
draw->instanceCount, draw->baseVertex);
|
|
} else {
|
|
// This branch is only needed on OpenGL < 3.2; ES < 3.2
|
|
gl.DrawElementsInstanced(
|
|
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount,
|
|
formatType,
|
|
reinterpret_cast<void*>(draw->firstIndex * formatSize +
|
|
indexBufferBaseOffset),
|
|
draw->instanceCount);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndirect: {
|
|
DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>();
|
|
vertexStateBufferBindingTracker.Apply(gl);
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
uint64_t indirectBufferOffset = draw->indirectOffset;
|
|
Buffer* indirectBuffer = ToBackend(draw->indirectBuffer.Get());
|
|
|
|
gl.BindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuffer->GetHandle());
|
|
gl.DrawArraysIndirect(
|
|
lastPipeline->GetGLPrimitiveTopology(),
|
|
reinterpret_cast<void*>(static_cast<intptr_t>(indirectBufferOffset)));
|
|
break;
|
|
}
|
|
|
|
case Command::DrawIndexedIndirect: {
|
|
DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>();
|
|
vertexStateBufferBindingTracker.Apply(gl);
|
|
bindGroupTracker.Apply(gl);
|
|
|
|
wgpu::IndexFormat indexFormat =
|
|
lastPipeline->GetVertexStateDescriptor()->indexFormat;
|
|
GLenum formatType = IndexFormatType(indexFormat);
|
|
|
|
uint64_t indirectBufferOffset = draw->indirectOffset;
|
|
Buffer* indirectBuffer = ToBackend(draw->indirectBuffer.Get());
|
|
|
|
gl.BindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuffer->GetHandle());
|
|
gl.DrawElementsIndirect(
|
|
lastPipeline->GetGLPrimitiveTopology(), formatType,
|
|
reinterpret_cast<void*>(static_cast<intptr_t>(indirectBufferOffset)));
|
|
break;
|
|
}
|
|
|
|
case Command::InsertDebugMarker:
|
|
case Command::PopDebugGroup:
|
|
case Command::PushDebugGroup: {
|
|
// Due to lack of linux driver support for GL_EXT_debug_marker
|
|
// extension these functions are skipped.
|
|
SkipCommand(iter, type);
|
|
break;
|
|
}
|
|
|
|
case Command::SetRenderPipeline: {
|
|
SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>();
|
|
lastPipeline = ToBackend(cmd->pipeline).Get();
|
|
lastPipeline->ApplyNow(persistentPipelineState);
|
|
|
|
vertexStateBufferBindingTracker.OnSetPipeline(lastPipeline);
|
|
bindGroupTracker.OnSetPipeline(lastPipeline);
|
|
break;
|
|
}
|
|
|
|
case Command::SetBindGroup: {
|
|
SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>();
|
|
uint32_t* dynamicOffsets = nullptr;
|
|
if (cmd->dynamicOffsetCount > 0) {
|
|
dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount);
|
|
}
|
|
bindGroupTracker.OnSetBindGroup(cmd->index, cmd->group.Get(),
|
|
cmd->dynamicOffsetCount, dynamicOffsets);
|
|
break;
|
|
}
|
|
|
|
case Command::SetIndexBuffer: {
|
|
SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>();
|
|
indexBufferBaseOffset = cmd->offset;
|
|
vertexStateBufferBindingTracker.OnSetIndexBuffer(cmd->buffer.Get());
|
|
break;
|
|
}
|
|
|
|
case Command::SetVertexBuffer: {
|
|
SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>();
|
|
vertexStateBufferBindingTracker.OnSetVertexBuffer(cmd->slot, cmd->buffer.Get(),
|
|
cmd->offset);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
UNREACHABLE();
|
|
break;
|
|
}
|
|
};
|
|
|
|
Command type;
|
|
while (mCommands.NextCommandId(&type)) {
|
|
switch (type) {
|
|
case Command::EndRenderPass: {
|
|
mCommands.NextCommand<EndRenderPassCmd>();
|
|
|
|
if (renderPass->attachmentState->GetSampleCount() > 1) {
|
|
ResolveMultisampledRenderTargets(gl, renderPass);
|
|
}
|
|
gl.DeleteFramebuffers(1, &fbo);
|
|
return;
|
|
}
|
|
|
|
case Command::SetStencilReference: {
|
|
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
|
|
persistentPipelineState.SetStencilReference(gl, cmd->reference);
|
|
break;
|
|
}
|
|
|
|
case Command::SetViewport: {
|
|
SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>();
|
|
gl.ViewportIndexedf(0, cmd->x, cmd->y, cmd->width, cmd->height);
|
|
gl.DepthRangef(cmd->minDepth, cmd->maxDepth);
|
|
break;
|
|
}
|
|
|
|
case Command::SetScissorRect: {
|
|
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
|
|
gl.Scissor(cmd->x, cmd->y, cmd->width, cmd->height);
|
|
break;
|
|
}
|
|
|
|
case Command::SetBlendColor: {
|
|
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
|
|
gl.BlendColor(cmd->color.r, cmd->color.g, cmd->color.b, cmd->color.a);
|
|
break;
|
|
}
|
|
|
|
case Command::ExecuteBundles: {
|
|
ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>();
|
|
auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count);
|
|
|
|
for (uint32_t i = 0; i < cmd->count; ++i) {
|
|
CommandIterator* iter = bundles[i]->GetCommands();
|
|
iter->Reset();
|
|
while (iter->NextCommandId(&type)) {
|
|
DoRenderBundleCommand(iter, type);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
DoRenderBundleCommand(&mCommands, type);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// EndRenderPass should have been called
|
|
UNREACHABLE();
|
|
}
|
|
|
|
}} // namespace dawn_native::opengl
|