dawn-cmake/src/dawn_native/opengl/PipelineLayoutGL.cpp
Jiawei Shao 421684f943 Support Storage Textures as Valid Binding Types
This patch adds the basic validation of read-only storage texture,
write-only storage texture and read-write storage texture as new
binding types with no bind group layout provided in the creation of
pipeline state objects.

- Read-only storage textures can be used in vertex, fragment and
  compute shaders.
- Write-only storage textures can only be used in compute shaders
  due to the limitation on Metal.
- Read-write storage textures are not allowed now and they are
  reserved to be supported as an extension in the future.

BUG=dawn:267
TEST=dawn_unittests

Change-Id: Iffc432f29a855b85d59451cb3c50269e03b84627
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16661
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2020-03-11 01:28:48 +00:00

90 lines
3.2 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 auto& groupInfo = GetBindGroupLayout(group)->GetBindingInfo();
for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
if (!groupInfo.mask[binding]) {
continue;
}
switch (groupInfo.types[binding]) {
case wgpu::BindingType::UniformBuffer:
mIndexInfo[group][binding] = uboIndex;
uboIndex++;
break;
case wgpu::BindingType::Sampler:
mIndexInfo[group][binding] = samplerIndex;
samplerIndex++;
break;
case wgpu::BindingType::SampledTexture:
mIndexInfo[group][binding] = sampledTextureIndex;
sampledTextureIndex++;
break;
case wgpu::BindingType::StorageBuffer:
case wgpu::BindingType::ReadonlyStorageBuffer:
mIndexInfo[group][binding] = 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