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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>
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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