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Bug: dawn:269 Change-Id: I5bc6f5f8b98a88c5d0bd69e0d2eaf1e4bbd12e2b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/126422 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Loko Kung <lokokung@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
418 lines
16 KiB
C++
418 lines
16 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/opengl/DeviceGL.h"
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#include "dawn/common/Log.h"
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#include "dawn/native/BackendConnection.h"
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#include "dawn/native/BindGroupLayout.h"
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#include "dawn/native/ErrorData.h"
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#include "dawn/native/Instance.h"
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#include "dawn/native/opengl/BindGroupGL.h"
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#include "dawn/native/opengl/BindGroupLayoutGL.h"
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#include "dawn/native/opengl/BufferGL.h"
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#include "dawn/native/opengl/CommandBufferGL.h"
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#include "dawn/native/opengl/ComputePipelineGL.h"
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#include "dawn/native/opengl/PipelineLayoutGL.h"
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#include "dawn/native/opengl/QuerySetGL.h"
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#include "dawn/native/opengl/QueueGL.h"
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#include "dawn/native/opengl/RenderPipelineGL.h"
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#include "dawn/native/opengl/SamplerGL.h"
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#include "dawn/native/opengl/ShaderModuleGL.h"
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#include "dawn/native/opengl/TextureGL.h"
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namespace {
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void KHRONOS_APIENTRY OnGLDebugMessage(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam) {
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const char* sourceText;
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switch (source) {
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case GL_DEBUG_SOURCE_API:
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sourceText = "OpenGL";
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break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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sourceText = "Window System";
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break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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sourceText = "Shader Compiler";
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break;
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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sourceText = "Third Party";
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break;
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case GL_DEBUG_SOURCE_APPLICATION:
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sourceText = "Application";
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break;
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case GL_DEBUG_SOURCE_OTHER:
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sourceText = "Other";
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break;
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default:
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sourceText = "UNKNOWN";
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break;
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}
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const char* severityText;
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH:
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severityText = "High";
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break;
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case GL_DEBUG_SEVERITY_MEDIUM:
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severityText = "Medium";
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break;
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case GL_DEBUG_SEVERITY_LOW:
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severityText = "Low";
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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severityText = "Notification";
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break;
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default:
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severityText = "UNKNOWN";
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break;
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}
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if (type == GL_DEBUG_TYPE_ERROR) {
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dawn::WarningLog() << "OpenGL error:"
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<< "\n Source: " << sourceText //
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<< "\n ID: " << id //
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<< "\n Severity: " << severityText //
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<< "\n Message: " << message;
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// Abort on an error when in Debug mode.
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UNREACHABLE();
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}
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}
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} // anonymous namespace
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namespace dawn::native::opengl {
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// static
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ResultOrError<Ref<Device>> Device::Create(AdapterBase* adapter,
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const DeviceDescriptor* descriptor,
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const OpenGLFunctions& functions,
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std::unique_ptr<Context> context,
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const TogglesState& deviceToggles) {
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Ref<Device> device =
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AcquireRef(new Device(adapter, descriptor, functions, std::move(context), deviceToggles));
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DAWN_TRY(device->Initialize(descriptor));
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return device;
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}
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Device::Device(AdapterBase* adapter,
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const DeviceDescriptor* descriptor,
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const OpenGLFunctions& functions,
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std::unique_ptr<Context> context,
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const TogglesState& deviceToggles)
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: DeviceBase(adapter, descriptor, deviceToggles),
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mGL(functions),
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mContext(std::move(context)) {}
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Device::~Device() {
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Destroy();
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}
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MaybeError Device::Initialize(const DeviceDescriptor* descriptor) {
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const OpenGLFunctions& gl = GetGL();
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mFormatTable = BuildGLFormatTable(GetBGRAInternalFormat());
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// Use the debug output functionality to get notified about GL errors
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// TODO(crbug.com/dawn/1475): add support for the KHR_debug and ARB_debug_output
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// extensions
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bool hasDebugOutput = gl.IsAtLeastGL(4, 3) || gl.IsAtLeastGLES(3, 2);
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if (GetAdapter()->GetInstance()->IsBackendValidationEnabled() && hasDebugOutput) {
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gl.Enable(GL_DEBUG_OUTPUT);
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gl.Enable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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// Any GL error; dangerous undefined behavior; any shader compiler and linker errors
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gl.DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr,
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GL_TRUE);
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// Severe performance warnings; GLSL or other shader compiler and linker warnings;
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// use of currently deprecated behavior
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gl.DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr,
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GL_TRUE);
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// Performance warnings from redundant state changes; trivial undefined behavior
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// This is disabled because we do an incredible amount of redundant state changes.
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gl.DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr,
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GL_FALSE);
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// Any message which is not an error or performance concern
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gl.DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0,
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nullptr, GL_FALSE);
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gl.DebugMessageCallback(&OnGLDebugMessage, nullptr);
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}
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// Set initial state.
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gl.Enable(GL_DEPTH_TEST);
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gl.Enable(GL_SCISSOR_TEST);
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gl.Enable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
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if (gl.GetVersion().IsDesktop()) {
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// These are not necessary on GLES. The functionality is enabled by default, and
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// works by specifying sample counts and SRGB textures, respectively.
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gl.Enable(GL_MULTISAMPLE);
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gl.Enable(GL_FRAMEBUFFER_SRGB);
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}
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gl.Enable(GL_SAMPLE_MASK);
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return DeviceBase::Initialize(AcquireRef(new Queue(this, &descriptor->defaultQueue)));
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}
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const GLFormat& Device::GetGLFormat(const Format& format) {
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ASSERT(format.isSupported);
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ASSERT(format.GetIndex() < mFormatTable.size());
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const GLFormat& result = mFormatTable[format.GetIndex()];
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ASSERT(result.isSupportedOnBackend);
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return result;
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}
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GLenum Device::GetBGRAInternalFormat() const {
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const OpenGLFunctions& gl = GetGL();
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if (gl.IsGLExtensionSupported("GL_EXT_texture_format_BGRA8888") ||
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gl.IsGLExtensionSupported("GL_APPLE_texture_format_BGRA8888")) {
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return GL_BGRA8_EXT;
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} else {
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// Desktop GL will swizzle to/from RGBA8 for BGRA formats.
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return GL_RGBA8;
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}
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}
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ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
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const BindGroupDescriptor* descriptor) {
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DAWN_TRY(ValidateGLBindGroupDescriptor(descriptor));
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return BindGroup::Create(this, descriptor);
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}
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ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
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const BindGroupLayoutDescriptor* descriptor,
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PipelineCompatibilityToken pipelineCompatibilityToken) {
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return AcquireRef(new BindGroupLayout(this, descriptor, pipelineCompatibilityToken));
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}
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ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
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return AcquireRef(new Buffer(this, descriptor));
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}
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ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
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CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor) {
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return AcquireRef(new CommandBuffer(encoder, descriptor));
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}
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Ref<ComputePipelineBase> Device::CreateUninitializedComputePipelineImpl(
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const ComputePipelineDescriptor* descriptor) {
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return ComputePipeline::CreateUninitialized(this, descriptor);
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}
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ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
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const PipelineLayoutDescriptor* descriptor) {
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return AcquireRef(new PipelineLayout(this, descriptor));
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}
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ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
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return AcquireRef(new QuerySet(this, descriptor));
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}
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Ref<RenderPipelineBase> Device::CreateUninitializedRenderPipelineImpl(
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const RenderPipelineDescriptor* descriptor) {
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return RenderPipeline::CreateUninitialized(this, descriptor);
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}
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ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
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return AcquireRef(new Sampler(this, descriptor));
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}
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ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
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const ShaderModuleDescriptor* descriptor,
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ShaderModuleParseResult* parseResult,
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OwnedCompilationMessages* compilationMessages) {
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return ShaderModule::Create(this, descriptor, parseResult, compilationMessages);
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}
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ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
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Surface* surface,
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NewSwapChainBase* previousSwapChain,
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const SwapChainDescriptor* descriptor) {
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return DAWN_VALIDATION_ERROR("New swapchains not implemented.");
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}
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ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
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return Texture::Create(this, descriptor);
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}
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ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
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TextureBase* texture,
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const TextureViewDescriptor* descriptor) {
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return AcquireRef(new TextureView(texture, descriptor));
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}
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void Device::SubmitFenceSync() {
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if (!mHasPendingCommands) {
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return;
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}
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const OpenGLFunctions& gl = GetGL();
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GLsync sync = gl.FenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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IncrementLastSubmittedCommandSerial();
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mFencesInFlight.emplace(sync, GetLastSubmittedCommandSerial());
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// Reset mHasPendingCommands after GetGL() which will set mHasPendingCommands to true.
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mHasPendingCommands = false;
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}
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MaybeError Device::ValidateEGLImageCanBeWrapped(const TextureDescriptor* descriptor,
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::EGLImage image) {
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DAWN_INVALID_IF(descriptor->dimension != wgpu::TextureDimension::e2D,
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"Texture dimension (%s) is not %s.", descriptor->dimension,
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wgpu::TextureDimension::e2D);
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DAWN_INVALID_IF(descriptor->mipLevelCount != 1, "Mip level count (%u) is not 1.",
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descriptor->mipLevelCount);
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DAWN_INVALID_IF(descriptor->size.depthOrArrayLayers != 1, "Array layer count (%u) is not 1.",
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descriptor->size.depthOrArrayLayers);
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DAWN_INVALID_IF(descriptor->sampleCount != 1, "Sample count (%u) is not 1.",
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descriptor->sampleCount);
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DAWN_INVALID_IF(descriptor->usage &
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(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding),
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"Texture usage (%s) cannot have %s or %s.", descriptor->usage,
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wgpu::TextureUsage::TextureBinding, wgpu::TextureUsage::StorageBinding);
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return {};
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}
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TextureBase* Device::CreateTextureWrappingEGLImage(const ExternalImageDescriptor* descriptor,
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::EGLImage image) {
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const OpenGLFunctions& gl = GetGL();
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const TextureDescriptor* textureDescriptor = FromAPI(descriptor->cTextureDescriptor);
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if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) {
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return nullptr;
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}
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if (ConsumedError(ValidateEGLImageCanBeWrapped(textureDescriptor, image))) {
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return nullptr;
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}
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GLuint tex;
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gl.GenTextures(1, &tex);
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gl.BindTexture(GL_TEXTURE_2D, tex);
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gl.EGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
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GLint width, height, internalFormat;
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gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
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gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
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if (textureDescriptor->size.width != static_cast<uint32_t>(width) ||
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textureDescriptor->size.height != static_cast<uint32_t>(height) ||
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textureDescriptor->size.depthOrArrayLayers != 1) {
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gl.DeleteTextures(1, &tex);
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HandleError(DAWN_VALIDATION_ERROR(
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"EGLImage size (width: %u, height: %u, depth: 1) doesn't match descriptor size %s.",
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width, height, &textureDescriptor->size));
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return nullptr;
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}
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// TODO(dawn:803): Validate the OpenGL texture format from the EGLImage against the format
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// in the passed-in TextureDescriptor.
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return new Texture(this, textureDescriptor, tex, TextureBase::TextureState::OwnedInternal);
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}
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MaybeError Device::TickImpl() {
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SubmitFenceSync();
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return {};
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}
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ResultOrError<ExecutionSerial> Device::CheckAndUpdateCompletedSerials() {
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ExecutionSerial fenceSerial{0};
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const OpenGLFunctions& gl = GetGL();
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while (!mFencesInFlight.empty()) {
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auto [sync, tentativeSerial] = mFencesInFlight.front();
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// Fence are added in order, so we can stop searching as soon
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// as we see one that's not ready.
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// TODO(crbug.com/dawn/633): Remove this workaround after the deadlock issue is fixed.
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if (IsToggleEnabled(Toggle::FlushBeforeClientWaitSync)) {
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gl.Flush();
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}
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GLenum result = gl.ClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0);
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if (result == GL_TIMEOUT_EXPIRED) {
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return fenceSerial;
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}
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// Update fenceSerial since fence is ready.
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fenceSerial = tentativeSerial;
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gl.DeleteSync(sync);
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mFencesInFlight.pop();
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ASSERT(fenceSerial > GetCompletedCommandSerial());
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}
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return fenceSerial;
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}
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MaybeError Device::CopyFromStagingToBufferImpl(BufferBase* source,
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uint64_t sourceOffset,
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BufferBase* destination,
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uint64_t destinationOffset,
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uint64_t size) {
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return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer.");
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}
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MaybeError Device::CopyFromStagingToTextureImpl(const BufferBase* source,
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const TextureDataLayout& src,
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const TextureCopy& dst,
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const Extent3D& copySizePixels) {
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return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer to texture.");
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}
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void Device::DestroyImpl() {
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ASSERT(GetState() == State::Disconnected);
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}
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MaybeError Device::WaitForIdleForDestruction() {
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const OpenGLFunctions& gl = GetGL();
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gl.Finish();
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DAWN_TRY(CheckPassedSerials());
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ASSERT(mFencesInFlight.empty());
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return {};
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}
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bool Device::HasPendingCommands() const {
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return mHasPendingCommands;
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}
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uint32_t Device::GetOptimalBytesPerRowAlignment() const {
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return 1;
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}
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uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
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return 1;
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}
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float Device::GetTimestampPeriodInNS() const {
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return 1.0f;
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}
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void Device::ForceEventualFlushOfCommands() {}
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const OpenGLFunctions& Device::GetGL() const {
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if (mContext) {
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mContext->MakeCurrent();
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}
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mHasPendingCommands = true;
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return mGL;
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}
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} // namespace dawn::native::opengl
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