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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>
226 lines
8.8 KiB
C++
226 lines
8.8 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/PipelineGL.h"
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#include "common/BitSetIterator.h"
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#include "common/Log.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/opengl/Forward.h"
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#include "dawn_native/opengl/OpenGLFunctions.h"
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#include "dawn_native/opengl/PipelineLayoutGL.h"
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#include "dawn_native/opengl/ShaderModuleGL.h"
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#include <set>
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namespace dawn_native { namespace opengl {
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namespace {
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GLenum GLShaderType(SingleShaderStage stage) {
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switch (stage) {
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case SingleShaderStage::Vertex:
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return GL_VERTEX_SHADER;
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case SingleShaderStage::Fragment:
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return GL_FRAGMENT_SHADER;
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case SingleShaderStage::Compute:
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return GL_COMPUTE_SHADER;
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default:
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UNREACHABLE();
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}
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}
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} // namespace
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PipelineGL::PipelineGL() {
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}
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void PipelineGL::Initialize(const OpenGLFunctions& gl,
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const PipelineLayout* layout,
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const PerStage<const ShaderModule*>& modules) {
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auto CreateShader = [](const OpenGLFunctions& gl, GLenum type,
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const char* source) -> GLuint {
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GLuint shader = gl.CreateShader(type);
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gl.ShaderSource(shader, 1, &source, nullptr);
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gl.CompileShader(shader);
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GLint compileStatus = GL_FALSE;
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gl.GetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus == GL_FALSE) {
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GLint infoLogLength = 0;
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gl.GetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 1) {
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std::vector<char> buffer(infoLogLength);
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gl.GetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);
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dawn::ErrorLog() << source << "\nProgram compilation failed:\n"
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<< buffer.data();
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}
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}
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return shader;
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};
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mProgram = gl.CreateProgram();
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wgpu::ShaderStage activeStages = wgpu::ShaderStage::None;
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for (SingleShaderStage stage : IterateStages(kAllStages)) {
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if (modules[stage] != nullptr) {
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activeStages |= StageBit(stage);
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}
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}
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for (SingleShaderStage stage : IterateStages(activeStages)) {
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GLuint shader = CreateShader(gl, GLShaderType(stage), modules[stage]->GetSource());
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gl.AttachShader(mProgram, shader);
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}
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gl.LinkProgram(mProgram);
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GLint linkStatus = GL_FALSE;
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gl.GetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
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if (linkStatus == GL_FALSE) {
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GLint infoLogLength = 0;
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gl.GetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 1) {
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std::vector<char> buffer(infoLogLength);
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gl.GetProgramInfoLog(mProgram, infoLogLength, nullptr, &buffer[0]);
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dawn::ErrorLog() << "Program link failed:\n" << buffer.data();
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}
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}
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gl.UseProgram(mProgram);
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// The uniforms are part of the program state so we can pre-bind buffer units, texture units
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// etc.
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const auto& indices = layout->GetBindingIndexInfo();
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for (uint32_t group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
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const BindGroupLayoutBase* bgl = layout->GetBindGroupLayout(group);
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for (const auto& it : bgl->GetBindingMap()) {
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BindingNumber bindingNumber = it.first;
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BindingIndex bindingIndex = it.second;
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std::string name = GetBindingName(group, bindingNumber);
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switch (bgl->GetBindingInfo(bindingIndex).type) {
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case wgpu::BindingType::UniformBuffer: {
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GLint location = gl.GetUniformBlockIndex(mProgram, name.c_str());
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if (location != -1) {
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gl.UniformBlockBinding(mProgram, location,
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indices[group][bindingIndex]);
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}
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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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GLuint location = gl.GetProgramResourceIndex(
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mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
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if (location != GL_INVALID_INDEX) {
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gl.ShaderStorageBlockBinding(mProgram, location,
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indices[group][bindingIndex]);
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}
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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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case wgpu::BindingType::SampledTexture:
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// These binding types are handled in the separate sampler and texture
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// emulation
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break;
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case wgpu::BindingType::ReadonlyStorageTexture:
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case wgpu::BindingType::WriteonlyStorageTexture: {
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GLint location = gl.GetUniformLocation(mProgram, name.c_str());
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if (location != -1) {
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gl.Uniform1i(location, indices[group][bindingIndex]);
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}
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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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// Compute links between stages for combined samplers, then bind them to texture units
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{
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std::set<CombinedSampler> combinedSamplersSet;
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for (SingleShaderStage stage : IterateStages(activeStages)) {
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for (const auto& combined : modules[stage]->GetCombinedSamplerInfo()) {
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combinedSamplersSet.insert(combined);
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}
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}
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mUnitsForSamplers.resize(layout->GetNumSamplers());
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mUnitsForTextures.resize(layout->GetNumSampledTextures());
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GLuint textureUnit = layout->GetTextureUnitsUsed();
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for (const auto& combined : combinedSamplersSet) {
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std::string name = combined.GetName();
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GLint location = gl.GetUniformLocation(mProgram, name.c_str());
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if (location == -1) {
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continue;
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}
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gl.Uniform1i(location, textureUnit);
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GLuint textureIndex =
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indices[combined.textureLocation.group][combined.textureLocation.binding];
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mUnitsForTextures[textureIndex].push_back(textureUnit);
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const BindGroupLayoutBase* bgl =
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layout->GetBindGroupLayout(combined.textureLocation.group);
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Format::Type componentType =
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bgl->GetBindingInfo(bgl->GetBindingIndex(combined.textureLocation.binding))
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.textureComponentType;
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bool shouldUseFiltering = componentType == Format::Type::Float;
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GLuint samplerIndex =
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indices[combined.samplerLocation.group][combined.samplerLocation.binding];
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mUnitsForSamplers[samplerIndex].push_back({textureUnit, shouldUseFiltering});
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textureUnit++;
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}
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}
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}
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const std::vector<PipelineGL::SamplerUnit>& PipelineGL::GetTextureUnitsForSampler(
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GLuint index) const {
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ASSERT(index < mUnitsForSamplers.size());
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return mUnitsForSamplers[index];
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}
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const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTextureView(GLuint index) const {
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ASSERT(index < mUnitsForSamplers.size());
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return mUnitsForTextures[index];
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}
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GLuint PipelineGL::GetProgramHandle() const {
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return mProgram;
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}
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void PipelineGL::ApplyNow(const OpenGLFunctions& gl) {
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gl.UseProgram(mProgram);
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}
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}} // namespace dawn_native::opengl
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