mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-05-16 04:11:25 +00:00
Adds indirect draw and dispatch for all backends (without validation). Tests for opengl negative offset are skipped since there is no easy way to add the index buffer offset. Current idea is to use a compute shader to modify the indirect draw buffer. Change-Id: I1d3eec7c699b211423f4b911769cca17bfbcd045 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7481 Commit-Queue: Idan Raiter <idanr@google.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
257 lines
10 KiB
C++
257 lines
10 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/Commands.h"
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/Buffer.h"
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#include "dawn_native/CommandAllocator.h"
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#include "dawn_native/ComputePipeline.h"
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#include "dawn_native/RenderPipeline.h"
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#include "dawn_native/Texture.h"
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namespace dawn_native {
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void FreeCommands(CommandIterator* commands) {
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commands->Reset();
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Command type;
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while (commands->NextCommandId(&type)) {
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switch (type) {
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case Command::BeginComputePass: {
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BeginComputePassCmd* begin = commands->NextCommand<BeginComputePassCmd>();
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begin->~BeginComputePassCmd();
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} break;
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case Command::BeginRenderPass: {
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BeginRenderPassCmd* begin = commands->NextCommand<BeginRenderPassCmd>();
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begin->~BeginRenderPassCmd();
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} break;
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case Command::CopyBufferToBuffer: {
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CopyBufferToBufferCmd* copy = commands->NextCommand<CopyBufferToBufferCmd>();
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copy->~CopyBufferToBufferCmd();
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} break;
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case Command::CopyBufferToTexture: {
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CopyBufferToTextureCmd* copy = commands->NextCommand<CopyBufferToTextureCmd>();
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copy->~CopyBufferToTextureCmd();
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} break;
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case Command::CopyTextureToBuffer: {
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CopyTextureToBufferCmd* copy = commands->NextCommand<CopyTextureToBufferCmd>();
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copy->~CopyTextureToBufferCmd();
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} break;
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case Command::CopyTextureToTexture: {
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CopyTextureToTextureCmd* copy =
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commands->NextCommand<CopyTextureToTextureCmd>();
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copy->~CopyTextureToTextureCmd();
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} break;
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case Command::Dispatch: {
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DispatchCmd* dispatch = commands->NextCommand<DispatchCmd>();
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dispatch->~DispatchCmd();
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} break;
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case Command::DispatchIndirect: {
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DispatchIndirectCmd* dispatch = commands->NextCommand<DispatchIndirectCmd>();
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dispatch->~DispatchIndirectCmd();
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} break;
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case Command::Draw: {
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DrawCmd* draw = commands->NextCommand<DrawCmd>();
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draw->~DrawCmd();
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} break;
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case Command::DrawIndexed: {
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DrawIndexedCmd* draw = commands->NextCommand<DrawIndexedCmd>();
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draw->~DrawIndexedCmd();
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} break;
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case Command::DrawIndirect: {
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DrawIndirectCmd* draw = commands->NextCommand<DrawIndirectCmd>();
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draw->~DrawIndirectCmd();
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} break;
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case Command::DrawIndexedIndirect: {
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DrawIndexedIndirectCmd* draw = commands->NextCommand<DrawIndexedIndirectCmd>();
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draw->~DrawIndexedIndirectCmd();
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} break;
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case Command::EndComputePass: {
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EndComputePassCmd* cmd = commands->NextCommand<EndComputePassCmd>();
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cmd->~EndComputePassCmd();
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} break;
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case Command::EndRenderPass: {
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EndRenderPassCmd* cmd = commands->NextCommand<EndRenderPassCmd>();
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cmd->~EndRenderPassCmd();
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} break;
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case Command::InsertDebugMarker: {
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InsertDebugMarkerCmd* cmd = commands->NextCommand<InsertDebugMarkerCmd>();
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commands->NextData<char>(cmd->length + 1);
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cmd->~InsertDebugMarkerCmd();
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} break;
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case Command::PopDebugGroup: {
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PopDebugGroupCmd* cmd = commands->NextCommand<PopDebugGroupCmd>();
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cmd->~PopDebugGroupCmd();
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} break;
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case Command::PushDebugGroup: {
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PushDebugGroupCmd* cmd = commands->NextCommand<PushDebugGroupCmd>();
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commands->NextData<char>(cmd->length + 1);
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cmd->~PushDebugGroupCmd();
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} break;
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case Command::SetComputePipeline: {
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SetComputePipelineCmd* cmd = commands->NextCommand<SetComputePipelineCmd>();
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cmd->~SetComputePipelineCmd();
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} break;
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case Command::SetRenderPipeline: {
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SetRenderPipelineCmd* cmd = commands->NextCommand<SetRenderPipelineCmd>();
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cmd->~SetRenderPipelineCmd();
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} break;
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case Command::SetStencilReference: {
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SetStencilReferenceCmd* cmd = commands->NextCommand<SetStencilReferenceCmd>();
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cmd->~SetStencilReferenceCmd();
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} break;
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case Command::SetScissorRect: {
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SetScissorRectCmd* cmd = commands->NextCommand<SetScissorRectCmd>();
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cmd->~SetScissorRectCmd();
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} break;
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case Command::SetBlendColor: {
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SetBlendColorCmd* cmd = commands->NextCommand<SetBlendColorCmd>();
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cmd->~SetBlendColorCmd();
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} break;
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case Command::SetBindGroup: {
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SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
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if (cmd->dynamicOffsetCount > 0) {
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commands->NextData<uint64_t>(cmd->dynamicOffsetCount);
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}
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cmd->~SetBindGroupCmd();
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} break;
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case Command::SetIndexBuffer: {
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SetIndexBufferCmd* cmd = commands->NextCommand<SetIndexBufferCmd>();
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cmd->~SetIndexBufferCmd();
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} break;
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case Command::SetVertexBuffers: {
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SetVertexBuffersCmd* cmd = commands->NextCommand<SetVertexBuffersCmd>();
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auto buffers = commands->NextData<Ref<BufferBase>>(cmd->count);
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for (size_t i = 0; i < cmd->count; ++i) {
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(&buffers[i])->~Ref<BufferBase>();
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}
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commands->NextData<uint64_t>(cmd->count);
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cmd->~SetVertexBuffersCmd();
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} break;
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}
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}
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commands->DataWasDestroyed();
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}
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void SkipCommand(CommandIterator* commands, Command type) {
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switch (type) {
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case Command::BeginComputePass:
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commands->NextCommand<BeginComputePassCmd>();
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break;
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case Command::BeginRenderPass:
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commands->NextCommand<BeginRenderPassCmd>();
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break;
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case Command::CopyBufferToBuffer:
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commands->NextCommand<CopyBufferToBufferCmd>();
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break;
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case Command::CopyBufferToTexture:
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commands->NextCommand<CopyBufferToTextureCmd>();
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break;
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case Command::CopyTextureToBuffer:
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commands->NextCommand<CopyTextureToBufferCmd>();
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break;
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case Command::CopyTextureToTexture:
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commands->NextCommand<CopyTextureToTextureCmd>();
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break;
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case Command::Dispatch:
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commands->NextCommand<DispatchCmd>();
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break;
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case Command::DispatchIndirect:
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commands->NextCommand<DispatchIndirectCmd>();
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break;
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case Command::Draw:
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commands->NextCommand<DrawCmd>();
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break;
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case Command::DrawIndexed:
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commands->NextCommand<DrawIndexedCmd>();
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break;
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case Command::DrawIndirect:
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commands->NextCommand<DrawIndirectCmd>();
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break;
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case Command::DrawIndexedIndirect:
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commands->NextCommand<DrawIndexedIndirectCmd>();
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break;
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case Command::EndComputePass:
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commands->NextCommand<EndComputePassCmd>();
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break;
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case Command::EndRenderPass:
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commands->NextCommand<EndRenderPassCmd>();
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break;
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case Command::InsertDebugMarker: {
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InsertDebugMarkerCmd* cmd = commands->NextCommand<InsertDebugMarkerCmd>();
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commands->NextData<char>(cmd->length + 1);
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} break;
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case Command::PopDebugGroup:
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commands->NextCommand<PopDebugGroupCmd>();
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break;
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case Command::PushDebugGroup: {
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PushDebugGroupCmd* cmd = commands->NextCommand<PushDebugGroupCmd>();
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commands->NextData<char>(cmd->length + 1);
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} break;
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case Command::SetComputePipeline:
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commands->NextCommand<SetComputePipelineCmd>();
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break;
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case Command::SetRenderPipeline:
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commands->NextCommand<SetRenderPipelineCmd>();
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break;
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case Command::SetStencilReference:
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commands->NextCommand<SetStencilReferenceCmd>();
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break;
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case Command::SetScissorRect:
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commands->NextCommand<SetScissorRectCmd>();
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break;
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case Command::SetBlendColor:
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commands->NextCommand<SetBlendColorCmd>();
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break;
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case Command::SetBindGroup:
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commands->NextCommand<SetBindGroupCmd>();
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break;
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case Command::SetIndexBuffer:
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commands->NextCommand<SetIndexBufferCmd>();
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break;
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case Command::SetVertexBuffers: {
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auto* cmd = commands->NextCommand<SetVertexBuffersCmd>();
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commands->NextData<Ref<BufferBase>>(cmd->count);
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commands->NextData<uint64_t>(cmd->count);
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} break;
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}
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}
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} // namespace dawn_native
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