dawn-cmake/src/dawn_native/AttachmentState.cpp
Corentin Wallez ec9cf2a85c Rename namespace dawn_native to dawn::native.
But keep a namespace alias to avoid breaking project that depend on the
previous namespace name while they get updated.

Done with through the following steps:

 - git grep -l dawn_native:: | xargs sed -i "" "s/dawn_native::/dawn::native::/g"
 - git grep -l "namespace dawn_native" | xargs sed -i "" "s/namespace dawn_native/namespace dawn::native/g"
 - git cl format
 - Manual fixups in generator/templates (and the addition of
   namespace_case in dawn_json_generator.py).
 - The addition of the namespace alias in DawnNative.h

Bug: dawn:824
Change-Id: I676cc4e3ced2e0e4bab32a0d66d7eaf9537e3f09
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75982
Reviewed-by: Loko Kung <lokokung@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
2022-01-12 09:17:35 +00:00

166 lines
6.0 KiB
C++

// Copyright 2019 The Dawn 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 "dawn_native/AttachmentState.h"
#include "common/BitSetIterator.h"
#include "dawn_native/Device.h"
#include "dawn_native/ObjectContentHasher.h"
#include "dawn_native/Texture.h"
namespace dawn::native {
AttachmentStateBlueprint::AttachmentStateBlueprint(
const RenderBundleEncoderDescriptor* descriptor)
: mSampleCount(descriptor->sampleCount) {
ASSERT(descriptor->colorFormatsCount <= kMaxColorAttachments);
for (ColorAttachmentIndex i(uint8_t(0));
i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->colorFormatsCount)); ++i) {
mColorAttachmentsSet.set(i);
mColorFormats[i] = descriptor->colorFormats[static_cast<uint8_t>(i)];
}
mDepthStencilFormat = descriptor->depthStencilFormat;
}
AttachmentStateBlueprint::AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor)
: mSampleCount(descriptor->multisample.count) {
if (descriptor->fragment != nullptr) {
ASSERT(descriptor->fragment->targetCount <= kMaxColorAttachments);
for (ColorAttachmentIndex i(uint8_t(0));
i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->fragment->targetCount));
++i) {
mColorAttachmentsSet.set(i);
mColorFormats[i] = descriptor->fragment->targets[static_cast<uint8_t>(i)].format;
}
}
if (descriptor->depthStencil != nullptr) {
mDepthStencilFormat = descriptor->depthStencil->format;
}
}
AttachmentStateBlueprint::AttachmentStateBlueprint(const RenderPassDescriptor* descriptor) {
for (ColorAttachmentIndex i(uint8_t(0));
i < ColorAttachmentIndex(static_cast<uint8_t>(descriptor->colorAttachmentCount));
++i) {
TextureViewBase* attachment =
descriptor->colorAttachments[static_cast<uint8_t>(i)].view;
mColorAttachmentsSet.set(i);
mColorFormats[i] = attachment->GetFormat().format;
if (mSampleCount == 0) {
mSampleCount = attachment->GetTexture()->GetSampleCount();
} else {
ASSERT(mSampleCount == attachment->GetTexture()->GetSampleCount());
}
}
if (descriptor->depthStencilAttachment != nullptr) {
TextureViewBase* attachment = descriptor->depthStencilAttachment->view;
mDepthStencilFormat = attachment->GetFormat().format;
if (mSampleCount == 0) {
mSampleCount = attachment->GetTexture()->GetSampleCount();
} else {
ASSERT(mSampleCount == attachment->GetTexture()->GetSampleCount());
}
}
ASSERT(mSampleCount > 0);
}
AttachmentStateBlueprint::AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs) =
default;
size_t AttachmentStateBlueprint::HashFunc::operator()(
const AttachmentStateBlueprint* attachmentState) const {
size_t hash = 0;
// Hash color formats
HashCombine(&hash, attachmentState->mColorAttachmentsSet);
for (ColorAttachmentIndex i : IterateBitSet(attachmentState->mColorAttachmentsSet)) {
HashCombine(&hash, attachmentState->mColorFormats[i]);
}
// Hash depth stencil attachment
HashCombine(&hash, attachmentState->mDepthStencilFormat);
// Hash sample count
HashCombine(&hash, attachmentState->mSampleCount);
return hash;
}
bool AttachmentStateBlueprint::EqualityFunc::operator()(
const AttachmentStateBlueprint* a,
const AttachmentStateBlueprint* b) const {
// Check set attachments
if (a->mColorAttachmentsSet != b->mColorAttachmentsSet) {
return false;
}
// Check color formats
for (ColorAttachmentIndex i : IterateBitSet(a->mColorAttachmentsSet)) {
if (a->mColorFormats[i] != b->mColorFormats[i]) {
return false;
}
}
// Check depth stencil format
if (a->mDepthStencilFormat != b->mDepthStencilFormat) {
return false;
}
// Check sample count
if (a->mSampleCount != b->mSampleCount) {
return false;
}
return true;
}
AttachmentState::AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint)
: AttachmentStateBlueprint(blueprint), ObjectBase(device) {
}
AttachmentState::~AttachmentState() {
GetDevice()->UncacheAttachmentState(this);
}
size_t AttachmentState::ComputeContentHash() {
// TODO(dawn:549): skip this traversal and reuse the blueprint.
return AttachmentStateBlueprint::HashFunc()(this);
}
ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments>
AttachmentState::GetColorAttachmentsMask() const {
return mColorAttachmentsSet;
}
wgpu::TextureFormat AttachmentState::GetColorAttachmentFormat(
ColorAttachmentIndex index) const {
ASSERT(mColorAttachmentsSet[index]);
return mColorFormats[index];
}
bool AttachmentState::HasDepthStencilAttachment() const {
return mDepthStencilFormat != wgpu::TextureFormat::Undefined;
}
wgpu::TextureFormat AttachmentState::GetDepthStencilFormat() const {
ASSERT(HasDepthStencilAttachment());
return mDepthStencilFormat;
}
uint32_t AttachmentState::GetSampleCount() const {
return mSampleCount;
}
} // namespace dawn::native