dawn-cmake/src/backend/RenderPipeline.cpp
2017-08-07 18:51:48 -04:00

139 lines
5.0 KiB
C++

// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/RenderPipeline.h"
#include "backend/BlendState.h"
#include "backend/Device.h"
#include "backend/DepthStencilState.h"
#include "backend/InputState.h"
#include "backend/RenderPass.h"
#include "common/BitSetIterator.h"
namespace backend {
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(RenderPipelineBuilder* builder)
: PipelineBase(builder),
depthStencilState(std::move(builder->depthStencilState)),
inputState(std::move(builder->inputState)),
primitiveTopology(builder->primitiveTopology),
blendStates(builder->blendStates),
renderPass(std::move(builder->renderPass)), subpass(builder->subpass) {
if (GetStageMask() != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment)) {
builder->HandleError("Render pipeline should have exactly a vertex and fragment stage");
return;
}
// TODO(kainino@chromium.org): Need to verify the pipeline against its render subpass.
if ((builder->GetStageInfo(nxt::ShaderStage::Vertex).module->GetUsedVertexAttributes() & ~inputState->GetAttributesSetMask()).any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
}
BlendStateBase* RenderPipelineBase::GetBlendState(uint32_t attachmentSlot) {
ASSERT(attachmentSlot < blendStates.size());
return blendStates[attachmentSlot].Get();
}
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
}
InputStateBase* RenderPipelineBase::GetInputState() {
return inputState.Get();
}
nxt::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
return primitiveTopology;
}
RenderPassBase* RenderPipelineBase::GetRenderPass() {
return renderPass.Get();
}
uint32_t RenderPipelineBase::GetSubPass() {
return subpass;
}
// RenderPipelineBuilder
RenderPipelineBuilder::RenderPipelineBuilder(DeviceBase* device)
: Builder(device), PipelineBuilder(this) {
}
RenderPipelineBase* RenderPipelineBuilder::GetResultImpl() {
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in the device
if (!inputState) {
inputState = device->CreateInputStateBuilder()->GetResult();
}
if (!depthStencilState) {
depthStencilState = device->CreateDepthStencilStateBuilder()->GetResult();
}
if (!renderPass) {
HandleError("Pipeline render pass not set");
return nullptr;
}
const auto& subpassInfo = renderPass->GetSubpassInfo(subpass);
if ((blendStatesSet | subpassInfo.colorAttachmentsSet) != subpassInfo.colorAttachmentsSet) {
HandleError("Blend state set on unset color attachment");
return nullptr;
}
// Assign all color attachments without a blend state the default state
// TODO(enga@google.com): Put the default objects in the device
for (uint32_t attachmentSlot : IterateBitSet(subpassInfo.colorAttachmentsSet & ~blendStatesSet)) {
blendStates[attachmentSlot] = device->CreateBlendStateBuilder()->GetResult();
}
return device->CreateRenderPipeline(this);
}
void RenderPipelineBuilder::SetColorAttachmentBlendState(uint32_t attachmentSlot, BlendStateBase* blendState) {
if (attachmentSlot > blendStates.size()) {
HandleError("Attachment index out of bounds");
return;
}
if (blendStatesSet[attachmentSlot]) {
HandleError("Attachment blend state already set");
return;
}
blendStatesSet.set(attachmentSlot);
blendStates[attachmentSlot] = blendState;
}
void RenderPipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
}
void RenderPipelineBuilder::SetInputState(InputStateBase* inputState) {
this->inputState = inputState;
}
void RenderPipelineBuilder::SetPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
this->primitiveTopology = primitiveTopology;
}
void RenderPipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
}
}