mirror of
https://github.com/encounter/dawn-cmake.git
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214 lines
8.0 KiB
C++
214 lines
8.0 KiB
C++
// Copyright 2017 The NXT 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 "backend/opengl/PipelineGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/PipelineLayoutGL.h"
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#include "backend/opengl/ShaderModuleGL.h"
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#include <iostream>
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#include <set>
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namespace backend { namespace opengl {
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namespace {
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GLenum GLShaderType(nxt::ShaderStage stage) {
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switch (stage) {
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case nxt::ShaderStage::Vertex:
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return GL_VERTEX_SHADER;
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case nxt::ShaderStage::Fragment:
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return GL_FRAGMENT_SHADER;
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case nxt::ShaderStage::Compute:
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return GL_COMPUTE_SHADER;
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default:
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UNREACHABLE();
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}
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}
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} // namespace
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PipelineGL::PipelineGL(PipelineBase* parent, PipelineBuilder* builder) {
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auto CreateShader = [](GLenum type, const char* source) -> GLuint {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compileStatus = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus == GL_FALSE) {
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GLint infoLogLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 1) {
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std::vector<char> buffer(infoLogLength);
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glGetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);
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std::cout << source << std::endl;
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std::cout << "Program compilation failed:\n";
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std::cout << buffer.data() << std::endl;
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}
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}
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return shader;
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};
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auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info,
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GLuint program) {
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const auto& moduleInfo = module->GetPushConstants();
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for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
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(*info)[i] = -1;
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unsigned int size = moduleInfo.sizes[i];
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if (size == 0) {
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continue;
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}
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GLint location = glGetUniformLocation(program, moduleInfo.names[i].c_str());
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if (location == -1) {
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continue;
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}
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for (uint32_t offset = 0; offset < size; offset++) {
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(*info)[i + offset] = location + offset;
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}
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i += size - 1;
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}
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};
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mProgram = glCreateProgram();
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for (auto stage : IterateStages(parent->GetStageMask())) {
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const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
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GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());
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glAttachShader(mProgram, shader);
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}
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glLinkProgram(mProgram);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
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if (linkStatus == GL_FALSE) {
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GLint infoLogLength = 0;
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
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if (infoLogLength > 1) {
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std::vector<char> buffer(infoLogLength);
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glGetProgramInfoLog(mProgram, infoLogLength, nullptr, &buffer[0]);
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std::cout << "Program link failed:\n";
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std::cout << buffer.data() << std::endl;
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}
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}
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for (auto stage : IterateStages(parent->GetStageMask())) {
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const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
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FillPushConstants(module, &mGlPushConstants[stage], mProgram);
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}
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glUseProgram(mProgram);
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// The uniforms are part of the program state so we can pre-bind buffer units, texture units
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// etc.
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const auto& layout = ToBackend(parent->GetLayout());
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const auto& indices = layout->GetBindingIndexInfo();
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for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
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const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
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for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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if (!groupInfo.mask[binding]) {
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continue;
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}
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std::string name = GetBindingName(group, binding);
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switch (groupInfo.types[binding]) {
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case nxt::BindingType::UniformBuffer: {
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GLint location = glGetUniformBlockIndex(mProgram, name.c_str());
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glUniformBlockBinding(mProgram, location, indices[group][binding]);
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} break;
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case nxt::BindingType::StorageBuffer: {
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GLuint location = glGetProgramResourceIndex(
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mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
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glShaderStorageBlockBinding(mProgram, location, indices[group][binding]);
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} break;
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case nxt::BindingType::Sampler:
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case nxt::BindingType::SampledTexture:
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// These binding types are handled in the separate sampler and texture
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// emulation
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break;
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}
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}
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}
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// Compute links between stages for combined samplers, then bind them to texture units
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{
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std::set<CombinedSampler> combinedSamplersSet;
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for (auto stage : IterateStages(parent->GetStageMask())) {
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const auto& module = ToBackend(builder->GetStageInfo(stage).module);
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for (const auto& combined : module->GetCombinedSamplerInfo()) {
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combinedSamplersSet.insert(combined);
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}
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}
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mUnitsForSamplers.resize(layout->GetNumSamplers());
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mUnitsForTextures.resize(layout->GetNumSampledTextures());
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GLuint textureUnit = layout->GetTextureUnitsUsed();
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for (const auto& combined : combinedSamplersSet) {
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std::string name = combined.GetName();
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GLint location = glGetUniformLocation(mProgram, name.c_str());
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glUniform1i(location, textureUnit);
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GLuint samplerIndex =
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indices[combined.samplerLocation.group][combined.samplerLocation.binding];
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mUnitsForSamplers[samplerIndex].push_back(textureUnit);
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GLuint textureIndex =
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indices[combined.textureLocation.group][combined.textureLocation.binding];
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mUnitsForTextures[textureIndex].push_back(textureUnit);
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textureUnit++;
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}
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}
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}
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const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(
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nxt::ShaderStage stage) const {
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return mGlPushConstants[stage];
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}
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const std::vector<GLuint>& PipelineGL::GetTextureUnitsForSampler(GLuint index) const {
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ASSERT(index < mUnitsForSamplers.size());
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return mUnitsForSamplers[index];
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}
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const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTexture(GLuint index) const {
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ASSERT(index < mUnitsForSamplers.size());
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return mUnitsForTextures[index];
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}
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GLuint PipelineGL::GetProgramHandle() const {
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return mProgram;
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}
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void PipelineGL::ApplyNow() {
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glUseProgram(mProgram);
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}
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}} // namespace backend::opengl
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