mirror of
https://github.com/encounter/dawn-cmake.git
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Adds generated headers in dawn_native for object type tracking similar to that used in dawn_wire. Splits ObjectBase into ObjectBase and ApiObjectBase for clearly differentiation, and adds virtual function to identify the type of ApiObjects. Updates error generation to utilize new object typing for generating messages. Bug: dawn:628, dawn:840, dawn:563 Change-Id: Ia4f831fcbfb29a70ed5a35d47ed622921e744c84 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/64820 Commit-Queue: Loko Kung <lokokung@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
166 lines
6.0 KiB
C++
166 lines
6.0 KiB
C++
// Copyright 2019 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/AttachmentState.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/ObjectContentHasher.h"
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#include "dawn_native/Texture.h"
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namespace dawn_native {
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AttachmentStateBlueprint::AttachmentStateBlueprint(
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const RenderBundleEncoderDescriptor* descriptor)
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: mSampleCount(descriptor->sampleCount) {
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ASSERT(descriptor->colorFormatsCount <= kMaxColorAttachments);
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for (ColorAttachmentIndex i(uint8_t(0));
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i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->colorFormatsCount)); ++i) {
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mColorAttachmentsSet.set(i);
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mColorFormats[i] = descriptor->colorFormats[static_cast<uint8_t>(i)];
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}
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mDepthStencilFormat = descriptor->depthStencilFormat;
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}
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AttachmentStateBlueprint::AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor)
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: mSampleCount(descriptor->multisample.count) {
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if (descriptor->fragment != nullptr) {
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ASSERT(descriptor->fragment->targetCount <= kMaxColorAttachments);
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for (ColorAttachmentIndex i(uint8_t(0));
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i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->fragment->targetCount));
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++i) {
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mColorAttachmentsSet.set(i);
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mColorFormats[i] = descriptor->fragment->targets[static_cast<uint8_t>(i)].format;
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}
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}
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if (descriptor->depthStencil != nullptr) {
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mDepthStencilFormat = descriptor->depthStencil->format;
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}
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}
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AttachmentStateBlueprint::AttachmentStateBlueprint(const RenderPassDescriptor* descriptor) {
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for (ColorAttachmentIndex i(uint8_t(0));
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i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->colorAttachmentCount));
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++i) {
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TextureViewBase* attachment =
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descriptor->colorAttachments[static_cast<uint8_t>(i)].view;
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mColorAttachmentsSet.set(i);
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mColorFormats[i] = attachment->GetFormat().format;
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if (mSampleCount == 0) {
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mSampleCount = attachment->GetTexture()->GetSampleCount();
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} else {
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ASSERT(mSampleCount == attachment->GetTexture()->GetSampleCount());
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}
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}
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if (descriptor->depthStencilAttachment != nullptr) {
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TextureViewBase* attachment = descriptor->depthStencilAttachment->view;
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mDepthStencilFormat = attachment->GetFormat().format;
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if (mSampleCount == 0) {
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mSampleCount = attachment->GetTexture()->GetSampleCount();
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} else {
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ASSERT(mSampleCount == attachment->GetTexture()->GetSampleCount());
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}
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}
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ASSERT(mSampleCount > 0);
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}
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AttachmentStateBlueprint::AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs) =
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default;
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size_t AttachmentStateBlueprint::HashFunc::operator()(
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const AttachmentStateBlueprint* attachmentState) const {
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size_t hash = 0;
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// Hash color formats
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HashCombine(&hash, attachmentState->mColorAttachmentsSet);
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for (ColorAttachmentIndex i : IterateBitSet(attachmentState->mColorAttachmentsSet)) {
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HashCombine(&hash, attachmentState->mColorFormats[i]);
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}
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// Hash depth stencil attachment
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HashCombine(&hash, attachmentState->mDepthStencilFormat);
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// Hash sample count
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HashCombine(&hash, attachmentState->mSampleCount);
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return hash;
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}
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bool AttachmentStateBlueprint::EqualityFunc::operator()(
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const AttachmentStateBlueprint* a,
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const AttachmentStateBlueprint* b) const {
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// Check set attachments
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if (a->mColorAttachmentsSet != b->mColorAttachmentsSet) {
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return false;
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}
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// Check color formats
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for (ColorAttachmentIndex i : IterateBitSet(a->mColorAttachmentsSet)) {
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if (a->mColorFormats[i] != b->mColorFormats[i]) {
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return false;
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}
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}
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// Check depth stencil format
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if (a->mDepthStencilFormat != b->mDepthStencilFormat) {
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return false;
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}
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// Check sample count
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if (a->mSampleCount != b->mSampleCount) {
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return false;
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}
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return true;
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}
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AttachmentState::AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint)
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: AttachmentStateBlueprint(blueprint), ObjectBase(device) {
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}
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AttachmentState::~AttachmentState() {
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GetDevice()->UncacheAttachmentState(this);
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}
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size_t AttachmentState::ComputeContentHash() {
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// TODO(dawn:549): skip this traversal and reuse the blueprint.
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return AttachmentStateBlueprint::HashFunc()(this);
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}
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ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments>
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AttachmentState::GetColorAttachmentsMask() const {
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return mColorAttachmentsSet;
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}
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wgpu::TextureFormat AttachmentState::GetColorAttachmentFormat(
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ColorAttachmentIndex index) const {
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ASSERT(mColorAttachmentsSet[index]);
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return mColorFormats[index];
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}
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bool AttachmentState::HasDepthStencilAttachment() const {
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return mDepthStencilFormat != wgpu::TextureFormat::Undefined;
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}
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wgpu::TextureFormat AttachmentState::GetDepthStencilFormat() const {
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ASSERT(HasDepthStencilAttachment());
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return mDepthStencilFormat;
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}
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uint32_t AttachmentState::GetSampleCount() const {
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return mSampleCount;
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}
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} // namespace dawn_native
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