742 lines
32 KiB
C++
742 lines
32 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/RenderPipeline.h"
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#include "common/BitSetIterator.h"
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#include "common/HashUtils.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/ValidationUtils_autogen.h"
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namespace dawn_native {
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// Helper functions
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namespace {
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MaybeError ValidateVertexAttributeDescriptor(
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const VertexAttributeDescriptor* attribute,
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uint64_t vertexBufferStride,
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std::bitset<kMaxVertexAttributes>* attributesSetMask) {
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DAWN_TRY(ValidateVertexFormat(attribute->format));
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if (attribute->shaderLocation >= kMaxVertexAttributes) {
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return DAWN_VALIDATION_ERROR("Setting attribute out of bounds");
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}
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// No underflow is possible because the max vertex format size is smaller than
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// kMaxVertexAttributeEnd.
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ASSERT(kMaxVertexAttributeEnd >= VertexFormatSize(attribute->format));
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if (attribute->offset > kMaxVertexAttributeEnd - VertexFormatSize(attribute->format)) {
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return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
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}
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// No overflow is possible because the offset is already validated to be less
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// than kMaxVertexAttributeEnd.
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ASSERT(attribute->offset < kMaxVertexAttributeEnd);
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if (vertexBufferStride > 0 &&
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attribute->offset + VertexFormatSize(attribute->format) > vertexBufferStride) {
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return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds");
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}
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if (attribute->offset % 4 != 0) {
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return DAWN_VALIDATION_ERROR("Attribute offset needs to be a multiple of 4 bytes");
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}
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if ((*attributesSetMask)[attribute->shaderLocation]) {
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return DAWN_VALIDATION_ERROR("Setting already set attribute");
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}
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attributesSetMask->set(attribute->shaderLocation);
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return {};
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}
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MaybeError ValidateVertexBufferLayoutDescriptor(
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const VertexBufferLayoutDescriptor* buffer,
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std::bitset<kMaxVertexAttributes>* attributesSetMask) {
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DAWN_TRY(ValidateInputStepMode(buffer->stepMode));
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if (buffer->arrayStride > kMaxVertexBufferStride) {
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return DAWN_VALIDATION_ERROR("Setting arrayStride out of bounds");
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}
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if (buffer->arrayStride % 4 != 0) {
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return DAWN_VALIDATION_ERROR(
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"arrayStride of Vertex buffer needs to be a multiple of 4 bytes");
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}
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for (uint32_t i = 0; i < buffer->attributeCount; ++i) {
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DAWN_TRY(ValidateVertexAttributeDescriptor(&buffer->attributes[i],
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buffer->arrayStride, attributesSetMask));
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}
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return {};
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}
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MaybeError ValidateVertexStateDescriptor(
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const VertexStateDescriptor* descriptor,
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std::bitset<kMaxVertexAttributes>* attributesSetMask) {
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if (descriptor->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateIndexFormat(descriptor->indexFormat));
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if (descriptor->vertexBufferCount > kMaxVertexBuffers) {
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return DAWN_VALIDATION_ERROR("Vertex buffer count exceeds maximum");
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}
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uint32_t totalAttributesNum = 0;
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for (uint32_t i = 0; i < descriptor->vertexBufferCount; ++i) {
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DAWN_TRY(ValidateVertexBufferLayoutDescriptor(&descriptor->vertexBuffers[i],
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attributesSetMask));
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totalAttributesNum += descriptor->vertexBuffers[i].attributeCount;
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}
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// Every vertex attribute has a member called shaderLocation, and there are some
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// requirements for shaderLocation: 1) >=0, 2) values are different across different
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// attributes, 3) can't exceed kMaxVertexAttributes. So it can ensure that total
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// attribute number never exceed kMaxVertexAttributes.
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ASSERT(totalAttributesNum <= kMaxVertexAttributes);
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return {};
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}
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MaybeError ValidateRasterizationStateDescriptor(
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const RasterizationStateDescriptor* descriptor) {
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if (descriptor->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateFrontFace(descriptor->frontFace));
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DAWN_TRY(ValidateCullMode(descriptor->cullMode));
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if (std::isnan(descriptor->depthBiasSlopeScale) ||
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std::isnan(descriptor->depthBiasClamp)) {
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return DAWN_VALIDATION_ERROR("Depth bias parameters must not be NaN.");
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}
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return {};
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}
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MaybeError ValidateColorStateDescriptor(const DeviceBase* device,
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const ColorStateDescriptor& descriptor,
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Format::Type fragmentOutputBaseType) {
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if (descriptor.nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateBlendOperation(descriptor.alphaBlend.operation));
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DAWN_TRY(ValidateBlendFactor(descriptor.alphaBlend.srcFactor));
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DAWN_TRY(ValidateBlendFactor(descriptor.alphaBlend.dstFactor));
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DAWN_TRY(ValidateBlendOperation(descriptor.colorBlend.operation));
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DAWN_TRY(ValidateBlendFactor(descriptor.colorBlend.srcFactor));
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DAWN_TRY(ValidateBlendFactor(descriptor.colorBlend.dstFactor));
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DAWN_TRY(ValidateColorWriteMask(descriptor.writeMask));
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const Format* format;
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DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor.format));
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if (!format->IsColor() || !format->isRenderable) {
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return DAWN_VALIDATION_ERROR("Color format must be color renderable");
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}
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if (fragmentOutputBaseType != Format::Type::Other &&
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fragmentOutputBaseType != format->type) {
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return DAWN_VALIDATION_ERROR(
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"Color format must match the fragment stage output type");
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}
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return {};
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}
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MaybeError ValidateDepthStencilStateDescriptor(
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const DeviceBase* device,
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const DepthStencilStateDescriptor* descriptor) {
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if (descriptor->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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DAWN_TRY(ValidateCompareFunction(descriptor->depthCompare));
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DAWN_TRY(ValidateCompareFunction(descriptor->stencilFront.compare));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.failOp));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.depthFailOp));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.passOp));
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DAWN_TRY(ValidateCompareFunction(descriptor->stencilBack.compare));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.failOp));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.depthFailOp));
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DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.passOp));
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const Format* format;
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DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor->format));
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if (!format->HasDepthOrStencil() || !format->isRenderable) {
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return DAWN_VALIDATION_ERROR(
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"Depth stencil format must be depth-stencil renderable");
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}
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return {};
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}
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} // anonymous namespace
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// Helper functions
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size_t IndexFormatSize(wgpu::IndexFormat format) {
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switch (format) {
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case wgpu::IndexFormat::Uint16:
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return sizeof(uint16_t);
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case wgpu::IndexFormat::Uint32:
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return sizeof(uint32_t);
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default:
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UNREACHABLE();
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}
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}
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uint32_t VertexFormatNumComponents(wgpu::VertexFormat format) {
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switch (format) {
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case wgpu::VertexFormat::UChar4:
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case wgpu::VertexFormat::Char4:
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case wgpu::VertexFormat::UChar4Norm:
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case wgpu::VertexFormat::Char4Norm:
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case wgpu::VertexFormat::UShort4:
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case wgpu::VertexFormat::Short4:
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case wgpu::VertexFormat::UShort4Norm:
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case wgpu::VertexFormat::Short4Norm:
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case wgpu::VertexFormat::Half4:
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case wgpu::VertexFormat::Float4:
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case wgpu::VertexFormat::UInt4:
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case wgpu::VertexFormat::Int4:
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return 4;
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case wgpu::VertexFormat::Float3:
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case wgpu::VertexFormat::UInt3:
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case wgpu::VertexFormat::Int3:
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return 3;
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case wgpu::VertexFormat::UChar2:
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case wgpu::VertexFormat::Char2:
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case wgpu::VertexFormat::UChar2Norm:
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case wgpu::VertexFormat::Char2Norm:
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case wgpu::VertexFormat::UShort2:
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case wgpu::VertexFormat::Short2:
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case wgpu::VertexFormat::UShort2Norm:
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case wgpu::VertexFormat::Short2Norm:
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case wgpu::VertexFormat::Half2:
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case wgpu::VertexFormat::Float2:
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case wgpu::VertexFormat::UInt2:
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case wgpu::VertexFormat::Int2:
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return 2;
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case wgpu::VertexFormat::Float:
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case wgpu::VertexFormat::UInt:
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case wgpu::VertexFormat::Int:
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return 1;
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default:
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UNREACHABLE();
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}
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}
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size_t VertexFormatComponentSize(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::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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return sizeof(char);
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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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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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case wgpu::VertexFormat::Half2:
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case wgpu::VertexFormat::Half4:
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return sizeof(uint16_t);
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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 sizeof(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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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 sizeof(int32_t);
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default:
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UNREACHABLE();
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}
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}
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size_t VertexFormatSize(wgpu::VertexFormat format) {
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return VertexFormatNumComponents(format) * VertexFormatComponentSize(format);
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}
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MaybeError ValidateRenderPipelineDescriptor(const DeviceBase* device,
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const RenderPipelineDescriptor* descriptor) {
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if (descriptor->nextInChain != nullptr) {
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return DAWN_VALIDATION_ERROR("nextInChain must be nullptr");
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}
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if (descriptor->layout != nullptr) {
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DAWN_TRY(device->ValidateObject(descriptor->layout));
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}
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// TODO(crbug.com/dawn/136): Support vertex-only pipelines.
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if (descriptor->fragmentStage == nullptr) {
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return DAWN_VALIDATION_ERROR("Null fragment stage is not supported (yet)");
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}
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std::bitset<kMaxVertexAttributes> attributesSetMask;
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if (descriptor->vertexState) {
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DAWN_TRY(ValidateVertexStateDescriptor(descriptor->vertexState, &attributesSetMask));
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}
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DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology));
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DAWN_TRY(ValidateProgrammableStageDescriptor(
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device, &descriptor->vertexStage, descriptor->layout, SingleShaderStage::Vertex));
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DAWN_TRY(ValidateProgrammableStageDescriptor(
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device, descriptor->fragmentStage, descriptor->layout, SingleShaderStage::Fragment));
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if (descriptor->rasterizationState) {
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DAWN_TRY(ValidateRasterizationStateDescriptor(descriptor->rasterizationState));
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}
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if ((descriptor->vertexStage.module->GetUsedVertexAttributes() & ~attributesSetMask)
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.any()) {
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return DAWN_VALIDATION_ERROR(
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"Pipeline vertex stage uses vertex buffers not in the vertex state");
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}
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if (!IsValidSampleCount(descriptor->sampleCount)) {
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return DAWN_VALIDATION_ERROR("Sample count is not supported");
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}
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if (descriptor->colorStateCount > kMaxColorAttachments) {
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return DAWN_VALIDATION_ERROR("Color States number exceeds maximum");
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}
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if (descriptor->colorStateCount == 0 && !descriptor->depthStencilState) {
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return DAWN_VALIDATION_ERROR("Should have at least one attachment");
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}
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ASSERT(descriptor->fragmentStage != nullptr);
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const ShaderModuleBase::FragmentOutputBaseTypes& fragmentOutputBaseTypes =
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descriptor->fragmentStage->module->GetFragmentOutputBaseTypes();
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for (uint32_t i = 0; i < descriptor->colorStateCount; ++i) {
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DAWN_TRY(ValidateColorStateDescriptor(device, descriptor->colorStates[i],
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fragmentOutputBaseTypes[i]));
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}
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if (descriptor->depthStencilState) {
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DAWN_TRY(ValidateDepthStencilStateDescriptor(device, descriptor->depthStencilState));
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}
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if (descriptor->sampleMask != 0xFFFFFFFF) {
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return DAWN_VALIDATION_ERROR("sampleMask must be 0xFFFFFFFF (for now)");
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}
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if (descriptor->alphaToCoverageEnabled) {
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return DAWN_VALIDATION_ERROR("alphaToCoverageEnabled isn't supported (yet)");
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}
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return {};
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}
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bool StencilTestEnabled(const DepthStencilStateDescriptor* mDepthStencilState) {
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return mDepthStencilState->stencilBack.compare != wgpu::CompareFunction::Always ||
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mDepthStencilState->stencilBack.failOp != wgpu::StencilOperation::Keep ||
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mDepthStencilState->stencilBack.depthFailOp != wgpu::StencilOperation::Keep ||
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mDepthStencilState->stencilBack.passOp != wgpu::StencilOperation::Keep ||
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mDepthStencilState->stencilFront.compare != wgpu::CompareFunction::Always ||
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mDepthStencilState->stencilFront.failOp != wgpu::StencilOperation::Keep ||
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mDepthStencilState->stencilFront.depthFailOp != wgpu::StencilOperation::Keep ||
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mDepthStencilState->stencilFront.passOp != wgpu::StencilOperation::Keep;
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}
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bool BlendEnabled(const ColorStateDescriptor* mColorState) {
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return mColorState->alphaBlend.operation != wgpu::BlendOperation::Add ||
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mColorState->alphaBlend.srcFactor != wgpu::BlendFactor::One ||
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mColorState->alphaBlend.dstFactor != wgpu::BlendFactor::Zero ||
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mColorState->colorBlend.operation != wgpu::BlendOperation::Add ||
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mColorState->colorBlend.srcFactor != wgpu::BlendFactor::One ||
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mColorState->colorBlend.dstFactor != wgpu::BlendFactor::Zero;
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}
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// RenderPipelineBase
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RenderPipelineBase::RenderPipelineBase(DeviceBase* device,
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const RenderPipelineDescriptor* descriptor)
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: PipelineBase(device,
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descriptor->layout,
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wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment),
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mAttachmentState(device->GetOrCreateAttachmentState(descriptor)),
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mPrimitiveTopology(descriptor->primitiveTopology),
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mSampleMask(descriptor->sampleMask),
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mAlphaToCoverageEnabled(descriptor->alphaToCoverageEnabled),
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mVertexModule(descriptor->vertexStage.module),
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mVertexEntryPoint(descriptor->vertexStage.entryPoint),
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mFragmentModule(descriptor->fragmentStage->module),
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mFragmentEntryPoint(descriptor->fragmentStage->entryPoint) {
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if (descriptor->vertexState != nullptr) {
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mVertexState = *descriptor->vertexState;
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} else {
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mVertexState = VertexStateDescriptor();
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}
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for (uint32_t slot = 0; slot < mVertexState.vertexBufferCount; ++slot) {
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if (mVertexState.vertexBuffers[slot].attributeCount == 0) {
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continue;
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}
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mVertexBufferSlotsUsed.set(slot);
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mVertexBufferInfos[slot].arrayStride = mVertexState.vertexBuffers[slot].arrayStride;
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mVertexBufferInfos[slot].stepMode = mVertexState.vertexBuffers[slot].stepMode;
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uint32_t location = 0;
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for (uint32_t i = 0; i < mVertexState.vertexBuffers[slot].attributeCount; ++i) {
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location = mVertexState.vertexBuffers[slot].attributes[i].shaderLocation;
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mAttributeLocationsUsed.set(location);
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mAttributeInfos[location].shaderLocation = location;
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mAttributeInfos[location].vertexBufferSlot = slot;
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mAttributeInfos[location].offset =
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mVertexState.vertexBuffers[slot].attributes[i].offset;
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mAttributeInfos[location].format =
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mVertexState.vertexBuffers[slot].attributes[i].format;
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}
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}
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if (descriptor->rasterizationState != nullptr) {
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mRasterizationState = *descriptor->rasterizationState;
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} else {
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mRasterizationState = RasterizationStateDescriptor();
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}
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if (mAttachmentState->HasDepthStencilAttachment()) {
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mDepthStencilState = *descriptor->depthStencilState;
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} else {
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// These default values below are useful for backends to fill information.
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// The values indicate that depth and stencil test are disabled when backends
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// set their own depth stencil states/descriptors according to the values in
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// mDepthStencilState.
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mDepthStencilState.depthCompare = wgpu::CompareFunction::Always;
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mDepthStencilState.depthWriteEnabled = false;
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mDepthStencilState.stencilBack.compare = wgpu::CompareFunction::Always;
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mDepthStencilState.stencilBack.failOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilBack.depthFailOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilBack.passOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilFront.compare = wgpu::CompareFunction::Always;
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mDepthStencilState.stencilFront.failOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilFront.depthFailOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Keep;
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mDepthStencilState.stencilReadMask = 0xff;
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mDepthStencilState.stencilWriteMask = 0xff;
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}
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for (uint32_t i : IterateBitSet(mAttachmentState->GetColorAttachmentsMask())) {
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mColorStates[i] = descriptor->colorStates[i];
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}
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// TODO(cwallez@chromium.org): Check against the shader module that the correct color
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// attachment are set?
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}
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RenderPipelineBase::RenderPipelineBase(DeviceBase* device, ObjectBase::ErrorTag tag)
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: PipelineBase(device, tag) {
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}
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// static
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RenderPipelineBase* RenderPipelineBase::MakeError(DeviceBase* device) {
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return new RenderPipelineBase(device, ObjectBase::kError);
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}
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RenderPipelineBase::~RenderPipelineBase() {
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if (IsCachedReference()) {
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GetDevice()->UncacheRenderPipeline(this);
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}
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}
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const VertexStateDescriptor* RenderPipelineBase::GetVertexStateDescriptor() const {
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ASSERT(!IsError());
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return &mVertexState;
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}
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const std::bitset<kMaxVertexAttributes>& RenderPipelineBase::GetAttributeLocationsUsed() const {
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ASSERT(!IsError());
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return mAttributeLocationsUsed;
|
|
}
|
|
|
|
const VertexAttributeInfo& RenderPipelineBase::GetAttribute(uint32_t location) const {
|
|
ASSERT(!IsError());
|
|
ASSERT(mAttributeLocationsUsed[location]);
|
|
return mAttributeInfos[location];
|
|
}
|
|
|
|
const std::bitset<kMaxVertexBuffers>& RenderPipelineBase::GetVertexBufferSlotsUsed() const {
|
|
ASSERT(!IsError());
|
|
return mVertexBufferSlotsUsed;
|
|
}
|
|
|
|
const VertexBufferInfo& RenderPipelineBase::GetVertexBuffer(uint32_t slot) const {
|
|
ASSERT(!IsError());
|
|
ASSERT(mVertexBufferSlotsUsed[slot]);
|
|
return mVertexBufferInfos[slot];
|
|
}
|
|
|
|
const ColorStateDescriptor* RenderPipelineBase::GetColorStateDescriptor(
|
|
uint32_t attachmentSlot) const {
|
|
ASSERT(!IsError());
|
|
ASSERT(attachmentSlot < mColorStates.size());
|
|
return &mColorStates[attachmentSlot];
|
|
}
|
|
|
|
const DepthStencilStateDescriptor* RenderPipelineBase::GetDepthStencilStateDescriptor() const {
|
|
ASSERT(!IsError());
|
|
return &mDepthStencilState;
|
|
}
|
|
|
|
wgpu::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
|
|
ASSERT(!IsError());
|
|
return mPrimitiveTopology;
|
|
}
|
|
|
|
wgpu::CullMode RenderPipelineBase::GetCullMode() const {
|
|
ASSERT(!IsError());
|
|
return mRasterizationState.cullMode;
|
|
}
|
|
|
|
wgpu::FrontFace RenderPipelineBase::GetFrontFace() const {
|
|
ASSERT(!IsError());
|
|
return mRasterizationState.frontFace;
|
|
}
|
|
|
|
std::bitset<kMaxColorAttachments> RenderPipelineBase::GetColorAttachmentsMask() const {
|
|
ASSERT(!IsError());
|
|
return mAttachmentState->GetColorAttachmentsMask();
|
|
}
|
|
|
|
bool RenderPipelineBase::HasDepthStencilAttachment() const {
|
|
ASSERT(!IsError());
|
|
return mAttachmentState->HasDepthStencilAttachment();
|
|
}
|
|
|
|
wgpu::TextureFormat RenderPipelineBase::GetColorAttachmentFormat(uint32_t attachment) const {
|
|
ASSERT(!IsError());
|
|
return mColorStates[attachment].format;
|
|
}
|
|
|
|
wgpu::TextureFormat RenderPipelineBase::GetDepthStencilFormat() const {
|
|
ASSERT(!IsError());
|
|
ASSERT(mAttachmentState->HasDepthStencilAttachment());
|
|
return mDepthStencilState.format;
|
|
}
|
|
|
|
uint32_t RenderPipelineBase::GetSampleCount() const {
|
|
ASSERT(!IsError());
|
|
return mAttachmentState->GetSampleCount();
|
|
}
|
|
|
|
const AttachmentState* RenderPipelineBase::GetAttachmentState() const {
|
|
ASSERT(!IsError());
|
|
|
|
return mAttachmentState.Get();
|
|
}
|
|
|
|
std::bitset<kMaxVertexAttributes> RenderPipelineBase::GetAttributesUsingVertexBuffer(
|
|
uint32_t slot) const {
|
|
ASSERT(!IsError());
|
|
return attributesUsingVertexBuffer[slot];
|
|
}
|
|
|
|
size_t RenderPipelineBase::HashFunc::operator()(const RenderPipelineBase* pipeline) const {
|
|
size_t hash = 0;
|
|
|
|
// Hash modules and layout
|
|
HashCombine(&hash, pipeline->GetLayout());
|
|
HashCombine(&hash, pipeline->mVertexModule.Get(), pipeline->mFragmentEntryPoint);
|
|
HashCombine(&hash, pipeline->mFragmentModule.Get(), pipeline->mFragmentEntryPoint);
|
|
|
|
// Hierarchically hash the attachment state.
|
|
// It contains the attachments set, texture formats, and sample count.
|
|
HashCombine(&hash, pipeline->mAttachmentState.Get());
|
|
|
|
// Hash attachments
|
|
for (uint32_t i : IterateBitSet(pipeline->mAttachmentState->GetColorAttachmentsMask())) {
|
|
const ColorStateDescriptor& desc = *pipeline->GetColorStateDescriptor(i);
|
|
HashCombine(&hash, desc.writeMask);
|
|
HashCombine(&hash, desc.colorBlend.operation, desc.colorBlend.srcFactor,
|
|
desc.colorBlend.dstFactor);
|
|
HashCombine(&hash, desc.alphaBlend.operation, desc.alphaBlend.srcFactor,
|
|
desc.alphaBlend.dstFactor);
|
|
}
|
|
|
|
if (pipeline->mAttachmentState->HasDepthStencilAttachment()) {
|
|
const DepthStencilStateDescriptor& desc = pipeline->mDepthStencilState;
|
|
HashCombine(&hash, desc.depthWriteEnabled, desc.depthCompare);
|
|
HashCombine(&hash, desc.stencilReadMask, desc.stencilWriteMask);
|
|
HashCombine(&hash, desc.stencilFront.compare, desc.stencilFront.failOp,
|
|
desc.stencilFront.depthFailOp, desc.stencilFront.passOp);
|
|
HashCombine(&hash, desc.stencilBack.compare, desc.stencilBack.failOp,
|
|
desc.stencilBack.depthFailOp, desc.stencilBack.passOp);
|
|
}
|
|
|
|
// Hash vertex state
|
|
HashCombine(&hash, pipeline->mAttributeLocationsUsed);
|
|
for (uint32_t i : IterateBitSet(pipeline->mAttributeLocationsUsed)) {
|
|
const VertexAttributeInfo& desc = pipeline->GetAttribute(i);
|
|
HashCombine(&hash, desc.shaderLocation, desc.vertexBufferSlot, desc.offset,
|
|
desc.format);
|
|
}
|
|
|
|
HashCombine(&hash, pipeline->mVertexBufferSlotsUsed);
|
|
for (uint32_t i : IterateBitSet(pipeline->mVertexBufferSlotsUsed)) {
|
|
const VertexBufferInfo& desc = pipeline->GetVertexBuffer(i);
|
|
HashCombine(&hash, desc.arrayStride, desc.stepMode);
|
|
}
|
|
|
|
HashCombine(&hash, pipeline->mVertexState.indexFormat);
|
|
|
|
// Hash rasterization state
|
|
{
|
|
const RasterizationStateDescriptor& desc = pipeline->mRasterizationState;
|
|
HashCombine(&hash, desc.frontFace, desc.cullMode);
|
|
HashCombine(&hash, desc.depthBias, desc.depthBiasSlopeScale, desc.depthBiasClamp);
|
|
}
|
|
|
|
// Hash other state
|
|
HashCombine(&hash, pipeline->mPrimitiveTopology, pipeline->mSampleMask,
|
|
pipeline->mAlphaToCoverageEnabled);
|
|
|
|
return hash;
|
|
}
|
|
|
|
bool RenderPipelineBase::EqualityFunc::operator()(const RenderPipelineBase* a,
|
|
const RenderPipelineBase* b) const {
|
|
// Check modules and layout
|
|
if (a->GetLayout() != b->GetLayout() || a->mVertexModule.Get() != b->mVertexModule.Get() ||
|
|
a->mVertexEntryPoint != b->mVertexEntryPoint ||
|
|
a->mFragmentModule.Get() != b->mFragmentModule.Get() ||
|
|
a->mFragmentEntryPoint != b->mFragmentEntryPoint) {
|
|
return false;
|
|
}
|
|
|
|
// Check the attachment state.
|
|
// It contains the attachments set, texture formats, and sample count.
|
|
if (a->mAttachmentState.Get() != b->mAttachmentState.Get()) {
|
|
return false;
|
|
}
|
|
|
|
for (uint32_t i : IterateBitSet(a->mAttachmentState->GetColorAttachmentsMask())) {
|
|
const ColorStateDescriptor& descA = *a->GetColorStateDescriptor(i);
|
|
const ColorStateDescriptor& descB = *b->GetColorStateDescriptor(i);
|
|
if (descA.writeMask != descB.writeMask) {
|
|
return false;
|
|
}
|
|
if (descA.colorBlend.operation != descB.colorBlend.operation ||
|
|
descA.colorBlend.srcFactor != descB.colorBlend.srcFactor ||
|
|
descA.colorBlend.dstFactor != descB.colorBlend.dstFactor) {
|
|
return false;
|
|
}
|
|
if (descA.alphaBlend.operation != descB.alphaBlend.operation ||
|
|
descA.alphaBlend.srcFactor != descB.alphaBlend.srcFactor ||
|
|
descA.alphaBlend.dstFactor != descB.alphaBlend.dstFactor) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (a->mAttachmentState->HasDepthStencilAttachment()) {
|
|
const DepthStencilStateDescriptor& descA = a->mDepthStencilState;
|
|
const DepthStencilStateDescriptor& descB = b->mDepthStencilState;
|
|
if (descA.depthWriteEnabled != descB.depthWriteEnabled ||
|
|
descA.depthCompare != descB.depthCompare) {
|
|
return false;
|
|
}
|
|
if (descA.stencilReadMask != descB.stencilReadMask ||
|
|
descA.stencilWriteMask != descB.stencilWriteMask) {
|
|
return false;
|
|
}
|
|
if (descA.stencilFront.compare != descB.stencilFront.compare ||
|
|
descA.stencilFront.failOp != descB.stencilFront.failOp ||
|
|
descA.stencilFront.depthFailOp != descB.stencilFront.depthFailOp ||
|
|
descA.stencilFront.passOp != descB.stencilFront.passOp) {
|
|
return false;
|
|
}
|
|
if (descA.stencilBack.compare != descB.stencilBack.compare ||
|
|
descA.stencilBack.failOp != descB.stencilBack.failOp ||
|
|
descA.stencilBack.depthFailOp != descB.stencilBack.depthFailOp ||
|
|
descA.stencilBack.passOp != descB.stencilBack.passOp) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check vertex state
|
|
if (a->mAttributeLocationsUsed != b->mAttributeLocationsUsed) {
|
|
return false;
|
|
}
|
|
|
|
for (uint32_t i : IterateBitSet(a->mAttributeLocationsUsed)) {
|
|
const VertexAttributeInfo& descA = a->GetAttribute(i);
|
|
const VertexAttributeInfo& descB = b->GetAttribute(i);
|
|
if (descA.shaderLocation != descB.shaderLocation ||
|
|
descA.vertexBufferSlot != descB.vertexBufferSlot || descA.offset != descB.offset ||
|
|
descA.format != descB.format) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (a->mVertexBufferSlotsUsed != b->mVertexBufferSlotsUsed) {
|
|
return false;
|
|
}
|
|
|
|
for (uint32_t i : IterateBitSet(a->mVertexBufferSlotsUsed)) {
|
|
const VertexBufferInfo& descA = a->GetVertexBuffer(i);
|
|
const VertexBufferInfo& descB = b->GetVertexBuffer(i);
|
|
if (descA.arrayStride != descB.arrayStride || descA.stepMode != descB.stepMode) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (a->mVertexState.indexFormat != b->mVertexState.indexFormat) {
|
|
return false;
|
|
}
|
|
|
|
// Check rasterization state
|
|
{
|
|
const RasterizationStateDescriptor& descA = a->mRasterizationState;
|
|
const RasterizationStateDescriptor& descB = b->mRasterizationState;
|
|
if (descA.frontFace != descB.frontFace || descA.cullMode != descB.cullMode) {
|
|
return false;
|
|
}
|
|
|
|
ASSERT(!std::isnan(descA.depthBiasSlopeScale));
|
|
ASSERT(!std::isnan(descB.depthBiasSlopeScale));
|
|
ASSERT(!std::isnan(descA.depthBiasClamp));
|
|
ASSERT(!std::isnan(descB.depthBiasClamp));
|
|
|
|
if (descA.depthBias != descB.depthBias ||
|
|
descA.depthBiasSlopeScale != descB.depthBiasSlopeScale ||
|
|
descA.depthBiasClamp != descB.depthBiasClamp) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check other state
|
|
if (a->mPrimitiveTopology != b->mPrimitiveTopology || a->mSampleMask != b->mSampleMask ||
|
|
a->mAlphaToCoverageEnabled != b->mAlphaToCoverageEnabled) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace dawn_native
|