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This makes all the regular WebGPU object creation handle errors properly in the Vulkan backend instead of ASSERTing no Vulkan error is raised. Static Create functions are added to all these types so that the details of how the initialization is done is private, and it isn't possible to construct an object but forget to initialize it. BUG=dawn:19 Change-Id: I362b2d66b74dd7799ffbf69d732bc58caa97950b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11861 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
172 lines
6.5 KiB
C++
172 lines
6.5 KiB
C++
// Copyright 2018 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/vulkan/BindGroupLayoutVk.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/vulkan/DeviceVk.h"
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#include "dawn_native/vulkan/VulkanError.h"
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namespace dawn_native { namespace vulkan {
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namespace {
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VkShaderStageFlags VulkanShaderStageFlags(dawn::ShaderStage stages) {
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VkShaderStageFlags flags = 0;
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if (stages & dawn::ShaderStage::Vertex) {
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flags |= VK_SHADER_STAGE_VERTEX_BIT;
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}
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if (stages & dawn::ShaderStage::Fragment) {
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flags |= VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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if (stages & dawn::ShaderStage::Compute) {
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flags |= VK_SHADER_STAGE_COMPUTE_BIT;
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}
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return flags;
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}
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} // anonymous namespace
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VkDescriptorType VulkanDescriptorType(dawn::BindingType type, bool isDynamic) {
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switch (type) {
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case dawn::BindingType::UniformBuffer:
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if (isDynamic) {
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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}
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return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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case dawn::BindingType::Sampler:
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return VK_DESCRIPTOR_TYPE_SAMPLER;
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case dawn::BindingType::SampledTexture:
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return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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case dawn::BindingType::StorageBuffer:
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if (isDynamic) {
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
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}
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return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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default:
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UNREACHABLE();
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}
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}
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// static
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ResultOrError<BindGroupLayout*> BindGroupLayout::Create(
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Device* device,
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const BindGroupLayoutDescriptor* descriptor) {
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std::unique_ptr<BindGroupLayout> bgl =
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std::make_unique<BindGroupLayout>(device, descriptor);
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DAWN_TRY(bgl->Initialize());
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return bgl.release();
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}
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MaybeError BindGroupLayout::Initialize() {
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const auto& info = GetBindingInfo();
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// Compute the bindings that will be chained in the DescriptorSetLayout create info. We add
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// one entry per binding set. This might be optimized by computing continuous ranges of
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// bindings of the same type.
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uint32_t numBindings = 0;
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std::array<VkDescriptorSetLayoutBinding, kMaxBindingsPerGroup> bindings;
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for (uint32_t bindingIndex : IterateBitSet(info.mask)) {
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auto& binding = bindings[numBindings];
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binding.binding = bindingIndex;
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binding.descriptorType =
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VulkanDescriptorType(info.types[bindingIndex], info.hasDynamicOffset[bindingIndex]);
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binding.descriptorCount = 1;
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binding.stageFlags = VulkanShaderStageFlags(info.visibilities[bindingIndex]);
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binding.pImmutableSamplers = nullptr;
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numBindings++;
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}
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VkDescriptorSetLayoutCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.bindingCount = numBindings;
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createInfo.pBindings = bindings.data();
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Device* device = ToBackend(GetDevice());
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return CheckVkSuccess(device->fn.CreateDescriptorSetLayout(device->GetVkDevice(),
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&createInfo, nullptr, &mHandle),
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"CreateDescriptorSetLayout");
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}
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BindGroupLayout::~BindGroupLayout() {
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// DescriptorSetLayout aren't used by execution on the GPU and can be deleted at any time,
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// so we destroy mHandle immediately instead of using the FencedDeleter
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if (mHandle != VK_NULL_HANDLE) {
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Device* device = ToBackend(GetDevice());
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device->fn.DestroyDescriptorSetLayout(device->GetVkDevice(), mHandle, nullptr);
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mHandle = VK_NULL_HANDLE;
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}
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}
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VkDescriptorSetLayout BindGroupLayout::GetHandle() const {
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return mHandle;
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}
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BindGroupLayout::PoolSizeSpec BindGroupLayout::ComputePoolSizes(uint32_t* numPoolSizes) const {
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uint32_t numSizes = 0;
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PoolSizeSpec result{};
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// Defines an array and indices into it that will contain for each sampler type at which
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// position it is in the PoolSizeSpec, or -1 if it isn't present yet.
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enum DescriptorType {
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UNIFORM_BUFFER,
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SAMPLER,
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SAMPLED_IMAGE,
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STORAGE_BUFFER,
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MAX_TYPE,
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};
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static_assert(MAX_TYPE == kMaxPoolSizesNeeded, "");
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auto ToDescriptorType = [](dawn::BindingType type) -> DescriptorType {
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switch (type) {
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case dawn::BindingType::UniformBuffer:
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return UNIFORM_BUFFER;
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case dawn::BindingType::Sampler:
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return SAMPLER;
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case dawn::BindingType::SampledTexture:
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return SAMPLED_IMAGE;
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case dawn::BindingType::StorageBuffer:
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return STORAGE_BUFFER;
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default:
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UNREACHABLE();
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}
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};
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std::array<int, MAX_TYPE> descriptorTypeIndex;
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descriptorTypeIndex.fill(-1);
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const auto& info = GetBindingInfo();
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for (uint32_t bindingIndex : IterateBitSet(info.mask)) {
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DescriptorType type = ToDescriptorType(info.types[bindingIndex]);
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if (descriptorTypeIndex[type] == -1) {
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descriptorTypeIndex[type] = numSizes;
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result[numSizes].type = VulkanDescriptorType(info.types[bindingIndex],
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info.hasDynamicOffset[bindingIndex]);
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result[numSizes].descriptorCount = 1;
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numSizes++;
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} else {
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result[descriptorTypeIndex[type]].descriptorCount++;
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}
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}
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*numPoolSizes = numSizes;
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return result;
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}
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}} // namespace dawn_native::vulkan
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