| // Copyright 2023 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "dawn/native/BlitColorToColorWithDraw.h" |
| |
| #include <limits> |
| #include <sstream> |
| #include <string> |
| #include <utility> |
| |
| #include "absl/container/inlined_vector.h" |
| #include "dawn/common/Assert.h" |
| #include "dawn/common/Enumerator.h" |
| #include "dawn/common/HashUtils.h" |
| #include "dawn/native/BindGroup.h" |
| #include "dawn/native/ChainUtils.h" |
| #include "dawn/native/CommandEncoder.h" |
| #include "dawn/native/Device.h" |
| #include "dawn/native/InternalPipelineStore.h" |
| #include "dawn/native/RenderPassEncoder.h" |
| #include "dawn/native/RenderPipeline.h" |
| #include "dawn/native/utils/WGPUHelpers.h" |
| #include "dawn/native/webgpu_absl_format.h" |
| |
| namespace dawn::native { |
| |
| namespace { |
| |
| constexpr std::string_view kVertexOutputsStruct = R"( |
| struct VertexOutputs { |
| @builtin(position) position : vec4<f32>, |
| @location(0) @interpolate(flat, either) offsets : vec2i, |
| }; |
| )"; |
| |
| std::string GenerateBlitToColorVS() { |
| constexpr std::string_view kBlitToColorVS = R"( |
| // Unpack a u32 into two i32 values, each was originally two 16-bit signed |
| // integer. |
| fn unpack_offsets(offsets : u32) -> vec2<i32> { |
| // First extract the high and low 16-bit values, then convert to u32 for |
| // zero-extension. |
| var offsets_bits = vec2u(offsets & 0xFFFFu, (offsets >> 16) & 0xFFFFu); |
| // For each 16-bit value, if the sign bit is set (0x8000), perform sign |
| // extension by setting the upper 16 bits to 1s (0xFFFF0000). |
| offsets_bits = select( |
| offsets_bits, |
| offsets_bits | vec2u(0xFFFF0000u), |
| // Check if negative. |
| (offsets_bits & vec2u(0x8000u)) != vec2u(0u), |
| ); |
| // Reinterpret the final 32-bit values as signed integers. |
| return bitcast<vec2i>(offsets_bits); |
| } |
| |
| @vertex fn vert_fullscreen_quad( |
| @builtin(vertex_index) vertex_index : u32, |
| @builtin(instance_index) instance_index : u32 |
| ) -> VertexOutputs { |
| var output : VertexOutputs; |
| const pos = array( |
| vec2f(-1.0, -1.0), |
| vec2f(3.0, -1.0), |
| vec2f(-1.0, 3.0)); |
| output.position = vec4f(pos[vertex_index], 0.0, 1.0); |
| output.offsets = unpack_offsets(instance_index); |
| return output; |
| } |
| )"; |
| return std::string(kVertexOutputsStruct) + "\n" + std::string(kBlitToColorVS); |
| } |
| |
| std::string GenerateExpandFS(const BlitColorToColorWithDrawPipelineKey& pipelineKey) { |
| std::ostringstream outputStructStream; |
| std::ostringstream assignOutputsStream; |
| std::ostringstream finalStream; |
| for (auto i : pipelineKey.attachmentsToExpandResolve) { |
| finalStream << absl::StrFormat("@group(0) @binding(%u) var srcTex%u : texture_2d<f32>;\n", |
| i, i); |
| |
| outputStructStream << absl::StrFormat("@location(%u) output%u : vec4f,\n", i, i); |
| |
| assignOutputsStream << absl::StrFormat( |
| "\toutputColor.output%u = textureLoad(srcTex%u, vec2i(input.position.xy) + " |
| "input.offsets, 0);\n", |
| i, i); |
| } |
| |
| finalStream << kVertexOutputsStruct << "\n"; |
| finalStream << "struct OutputColor {\n" << outputStructStream.str() << "}\n\n"; |
| finalStream << R"( |
| @fragment fn expand_multisample(input: VertexOutputs) -> OutputColor { |
| var outputColor : OutputColor; |
| )" << assignOutputsStream.str() |
| << R"( |
| return outputColor; |
| })"; |
| |
| return finalStream.str(); |
| } |
| |
| // Generate the fragment shader to average multiple samples into one. |
| std::string GenerateResolveFS(uint32_t sampleCount) { |
| std::ostringstream ss; |
| ss << kVertexOutputsStruct << "\n"; |
| ss << R"( |
| @group(0) @binding(0) var srcTex : texture_multisampled_2d<f32>; |
| |
| @fragment |
| fn resolve_multisample(input: VertexOutputs) -> @location(0) vec4f { |
| var sum = vec4f(0.0, 0.0, 0.0, 0.0); |
| var offsetPos = vec2i(input.position.xy) - input.offsets;)"; |
| ss << "\n"; |
| for (uint32_t sample = 0; sample < sampleCount; ++sample) { |
| ss << absl::StrFormat(" sum += textureLoad(srcTex, offsetPos, %u);\n", sample); |
| } |
| ss << absl::StrFormat(" return sum / %u;\n", sampleCount) << "}\n"; |
| |
| return ss.str(); |
| } |
| |
| ResultOrError<Ref<RenderPipelineBase>> GetOrCreateExpandMultisamplePipeline( |
| DeviceBase* device, |
| const BlitColorToColorWithDrawPipelineKey& pipelineKey, |
| uint8_t colorAttachmentCount) { |
| InternalPipelineStore* store = device->GetInternalPipelineStore(); |
| { |
| auto it = store->expandResolveTexturePipelines.find(pipelineKey); |
| if (it != store->expandResolveTexturePipelines.end()) { |
| return it->second; |
| } |
| } |
| |
| // vertex shader's source. |
| ShaderSourceWGSL wgslDesc = {}; |
| ShaderModuleDescriptor shaderModuleDesc = {}; |
| shaderModuleDesc.nextInChain = &wgslDesc; |
| const std::string vsCode = GenerateBlitToColorVS(); |
| wgslDesc.code = vsCode.c_str(); |
| |
| Ref<ShaderModuleBase> vshaderModule; |
| DAWN_TRY_ASSIGN(vshaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| // fragment shader's source will depend on pipeline key. |
| std::string fsCode = GenerateExpandFS(pipelineKey); |
| wgslDesc.code = fsCode.c_str(); |
| Ref<ShaderModuleBase> fshaderModule; |
| DAWN_TRY_ASSIGN(fshaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| FragmentState fragmentState = {}; |
| fragmentState.module = fshaderModule.Get(); |
| fragmentState.entryPoint = "expand_multisample"; |
| |
| // Color target states. |
| PerColorAttachment<ColorTargetState> colorTargets = {}; |
| PerColorAttachment<wgpu::ColorTargetStateExpandResolveTextureDawn> msaaExpandResolveStates; |
| |
| for (auto [i, target] : Enumerate(colorTargets)) { |
| target.format = pipelineKey.colorTargetFormats[i]; |
| // We shouldn't change the color targets that are not involved in. |
| if (pipelineKey.resolveTargetsMask[i]) { |
| target.nextInChain = &msaaExpandResolveStates[i]; |
| msaaExpandResolveStates[i].enabled = pipelineKey.attachmentsToExpandResolve[i]; |
| if (msaaExpandResolveStates[i].enabled) { |
| target.writeMask = wgpu::ColorWriteMask::All; |
| } else { |
| target.writeMask = wgpu::ColorWriteMask::None; |
| } |
| } else { |
| target.writeMask = wgpu::ColorWriteMask::None; |
| } |
| } |
| |
| fragmentState.targetCount = colorAttachmentCount; |
| fragmentState.targets = colorTargets.data(); |
| |
| RenderPipelineDescriptor renderPipelineDesc = {}; |
| renderPipelineDesc.label = "expand_multisample"; |
| renderPipelineDesc.vertex.module = vshaderModule.Get(); |
| renderPipelineDesc.vertex.entryPoint = "vert_fullscreen_quad"; |
| renderPipelineDesc.fragment = &fragmentState; |
| |
| // Depth stencil state. |
| DepthStencilState depthStencilState = {}; |
| if (pipelineKey.depthStencilFormat != wgpu::TextureFormat::Undefined) { |
| depthStencilState.format = pipelineKey.depthStencilFormat; |
| depthStencilState.depthWriteEnabled = wgpu::OptionalBool::False; |
| depthStencilState.depthCompare = wgpu::CompareFunction::Always; |
| |
| renderPipelineDesc.depthStencil = &depthStencilState; |
| } |
| |
| // Multisample state. |
| DAWN_ASSERT(pipelineKey.sampleCount > 1); |
| renderPipelineDesc.multisample.count = pipelineKey.sampleCount; |
| |
| // Bind group layout. |
| absl::InlinedVector<BindGroupLayoutEntry, kMaxColorAttachments> bglEntries; |
| for (auto colorIdx : pipelineKey.attachmentsToExpandResolve) { |
| bglEntries.push_back({}); |
| auto& bglEntry = bglEntries.back(); |
| bglEntry.binding = static_cast<uint8_t>(colorIdx); |
| bglEntry.visibility = wgpu::ShaderStage::Fragment; |
| bglEntry.texture.sampleType = kInternalResolveAttachmentSampleType; |
| bglEntry.texture.viewDimension = wgpu::TextureViewDimension::e2D; |
| } |
| BindGroupLayoutDescriptor bglDesc = {}; |
| bglDesc.entries = bglEntries.data(); |
| bglDesc.entryCount = bglEntries.size(); |
| |
| Ref<BindGroupLayoutBase> bindGroupLayout; |
| DAWN_TRY_ASSIGN(bindGroupLayout, |
| device->CreateBindGroupLayout(&bglDesc, /* allowInternalBinding */ true)); |
| |
| Ref<PipelineLayoutBase> pipelineLayout; |
| DAWN_TRY_ASSIGN(pipelineLayout, utils::MakeBasicPipelineLayout(device, bindGroupLayout)); |
| |
| renderPipelineDesc.layout = pipelineLayout.Get(); |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc)); |
| |
| store->expandResolveTexturePipelines.emplace(pipelineKey, pipeline); |
| return pipeline; |
| } |
| |
| ResultOrError<Ref<RenderPipelineBase>> GetOrCreateResolveMultisamplePipeline( |
| DeviceBase* device, |
| const ResolveMultisampleWithDrawPipelineKey& pipelineKey) { |
| // Try finding the pipeline from the cache. |
| InternalPipelineStore* store = device->GetInternalPipelineStore(); |
| { |
| auto it = store->resolveMultisamplePipelines.find(pipelineKey); |
| if (it != store->resolveMultisamplePipelines.end()) { |
| return it->second; |
| } |
| } |
| |
| // vertex shader's source. |
| ShaderSourceWGSL wgslDesc = {}; |
| ShaderModuleDescriptor shaderModuleDesc = {}; |
| shaderModuleDesc.nextInChain = &wgslDesc; |
| const std::string vsCode = GenerateBlitToColorVS(); |
| wgslDesc.code = vsCode.c_str(); |
| |
| Ref<ShaderModuleBase> vshaderModule; |
| DAWN_TRY_ASSIGN(vshaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| // fragment shader's source will depend on sample count. |
| std::string fsCode = GenerateResolveFS(pipelineKey.sampleCount); |
| wgslDesc.code = fsCode.c_str(); |
| Ref<ShaderModuleBase> fshaderModule; |
| DAWN_TRY_ASSIGN(fshaderModule, device->CreateShaderModule(&shaderModuleDesc)); |
| |
| FragmentState fragmentState = {}; |
| fragmentState.module = fshaderModule.Get(); |
| fragmentState.entryPoint = "resolve_multisample"; |
| |
| // Color target states. |
| ColorTargetState colorTarget = {}; |
| colorTarget.format = pipelineKey.colorTargetFormat; |
| |
| fragmentState.targetCount = 1; |
| fragmentState.targets = &colorTarget; |
| |
| RenderPipelineDescriptor renderPipelineDesc = {}; |
| renderPipelineDesc.label = "resolve_multisample"; |
| renderPipelineDesc.vertex.module = vshaderModule.Get(); |
| renderPipelineDesc.vertex.entryPoint = "vert_fullscreen_quad"; |
| renderPipelineDesc.fragment = &fragmentState; |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc)); |
| |
| store->resolveMultisamplePipelines.emplace(pipelineKey, pipeline); |
| return pipeline; |
| } |
| |
| } // namespace |
| |
| // Since texture dimensions never exceed 16 bits, we can safely store offsets in 16 bits. This |
| // allows packing two signed 16-bit offsets (each within −32,768 ~ +32,767) into a single 32-bit |
| // unsigned integer for efficient storage and retrieval. |
| uint32_t PackOffsets(const RenderPassDescriptorResolveRect& expandResolveRect) { |
| const auto offsetX = static_cast<int32_t>(expandResolveRect.resolveOffsetX) - |
| static_cast<int32_t>(expandResolveRect.colorOffsetX); |
| const auto offsetY = static_cast<int32_t>(expandResolveRect.resolveOffsetY) - |
| static_cast<int32_t>(expandResolveRect.colorOffsetY); |
| DAWN_ASSERT(std::abs(offsetX) < std::numeric_limits<int16_t>::max()); |
| DAWN_ASSERT(std::abs(offsetY) < std::numeric_limits<int16_t>::max()); |
| return static_cast<uint32_t>(offsetX & 0xffff) | static_cast<uint32_t>(offsetY << 16); |
| } |
| |
| MaybeError ExpandResolveTextureWithDraw( |
| DeviceBase* device, |
| RenderPassEncoder* renderEncoder, |
| const UnpackedPtr<RenderPassDescriptor>& renderPassDescriptor) { |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| DAWN_ASSERT(device->CanTextureLoadResolveTargetInTheSameRenderpass()); |
| |
| BlitColorToColorWithDrawPipelineKey pipelineKey; |
| uint32_t colorAttachmentWidth = 0; |
| uint32_t colorAttachmentHeight = 0; |
| for (uint8_t i = 0; i < renderPassDescriptor->colorAttachmentCount; ++i) { |
| ColorAttachmentIndex colorIdx(i); |
| const auto& colorAttachment = renderPassDescriptor->colorAttachments[i]; |
| TextureViewBase* view = colorAttachment.view; |
| if (!view) { |
| continue; |
| } |
| if (colorAttachmentWidth == 0) { |
| Extent3D renderSize = view->GetSingleSubresourceVirtualSize(); |
| colorAttachmentWidth = renderSize.width; |
| colorAttachmentHeight = renderSize.height; |
| } |
| const Format& format = view->GetFormat(); |
| TextureComponentType baseType = format.GetAspectInfo(Aspect::Color).baseType; |
| // TODO(dawn:1710): blitting integer textures are not currently supported. |
| DAWN_ASSERT(baseType == TextureComponentType::Float); |
| |
| if (colorAttachment.loadOp == wgpu::LoadOp::ExpandResolveTexture) { |
| DAWN_ASSERT(colorAttachment.resolveTarget->GetLayerCount() == 1u); |
| DAWN_ASSERT(colorAttachment.resolveTarget->GetDimension() == |
| wgpu::TextureViewDimension::e2D); |
| pipelineKey.attachmentsToExpandResolve.set(colorIdx); |
| } |
| pipelineKey.resolveTargetsMask.set(colorIdx, colorAttachment.resolveTarget != nullptr); |
| |
| pipelineKey.colorTargetFormats[colorIdx] = format.format; |
| pipelineKey.sampleCount = view->GetTexture()->GetSampleCount(); |
| } |
| |
| if (!pipelineKey.attachmentsToExpandResolve.any()) { |
| return {}; |
| } |
| |
| pipelineKey.depthStencilFormat = wgpu::TextureFormat::Undefined; |
| if (renderPassDescriptor->depthStencilAttachment != nullptr) { |
| pipelineKey.depthStencilFormat = |
| renderPassDescriptor->depthStencilAttachment->view->GetFormat().format; |
| } |
| |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN( |
| pipeline, |
| GetOrCreateExpandMultisamplePipeline( |
| device, pipelineKey, static_cast<uint8_t>(renderPassDescriptor->colorAttachmentCount))); |
| |
| Ref<BindGroupLayoutBase> bgl; |
| DAWN_TRY_ASSIGN(bgl, pipeline->GetBindGroupLayout(0)); |
| |
| Ref<BindGroupBase> bindGroup; |
| { |
| absl::InlinedVector<BindGroupEntry, kMaxColorAttachments> bgEntries = {}; |
| |
| for (auto colorIdx : pipelineKey.attachmentsToExpandResolve) { |
| uint8_t i = static_cast<uint8_t>(colorIdx); |
| const auto& colorAttachment = renderPassDescriptor->colorAttachments[i]; |
| bgEntries.push_back({}); |
| auto& bgEntry = bgEntries.back(); |
| bgEntry.binding = i; |
| bgEntry.textureView = colorAttachment.resolveTarget; |
| } |
| |
| BindGroupDescriptor bgDesc = {}; |
| bgDesc.layout = bgl.Get(); |
| bgDesc.entryCount = bgEntries.size(); |
| bgDesc.entries = bgEntries.data(); |
| DAWN_TRY_ASSIGN(bindGroup, device->CreateBindGroup(&bgDesc, UsageValidationMode::Internal)); |
| } |
| renderEncoder->APISetBindGroup(0, bindGroup.Get()); |
| |
| renderEncoder->APISetPipeline(pipeline.Get()); |
| |
| const auto* expandResolveRect = renderPassDescriptor.Get<RenderPassDescriptorResolveRect>(); |
| if (expandResolveRect) { |
| // TODO(chromium:344814092): Prevent the scissor to be reset to outside of this region by |
| // passing the scissor bound to the render pass creation. |
| renderEncoder->APISetScissorRect(expandResolveRect->colorOffsetX, |
| expandResolveRect->colorOffsetY, expandResolveRect->width, |
| expandResolveRect->height); |
| } |
| // The texture size never exceeds 16 bits. We pack two values {offsetX, offsetY} into a 32-bit |
| // firstInstance value, which avoids creating a uniform buffer. |
| const auto offsets = expandResolveRect ? PackOffsets(*expandResolveRect) : 0; |
| // Draw to perform the blit. |
| renderEncoder->APIDraw(/*vertexCount=*/3, |
| /*instanceCount=*/1, |
| /*firstVertex=*/0, |
| /*firstInstance=*/offsets); |
| |
| // After expanding the resolve texture, we reset the scissor rect to the full size of the color |
| // attachment to prevent the previous scissor rect from affecting all subsequent user draws. |
| if (expandResolveRect) { |
| renderEncoder->APISetScissorRect(0, 0, colorAttachmentWidth, colorAttachmentHeight); |
| } |
| |
| return {}; |
| } |
| |
| size_t BlitColorToColorWithDrawPipelineKey::HashFunc::operator()( |
| const BlitColorToColorWithDrawPipelineKey& key) const { |
| size_t hash = 0; |
| |
| HashCombine(&hash, key.attachmentsToExpandResolve); |
| HashCombine(&hash, key.resolveTargetsMask); |
| |
| for (auto format : key.colorTargetFormats) { |
| HashCombine(&hash, format); |
| } |
| |
| HashCombine(&hash, key.depthStencilFormat); |
| HashCombine(&hash, key.sampleCount); |
| |
| return hash; |
| } |
| |
| bool BlitColorToColorWithDrawPipelineKey::EqualityFunc::operator()( |
| const BlitColorToColorWithDrawPipelineKey& a, |
| const BlitColorToColorWithDrawPipelineKey& b) const { |
| if (a.attachmentsToExpandResolve != b.attachmentsToExpandResolve) { |
| return false; |
| } |
| if (a.resolveTargetsMask != b.resolveTargetsMask) { |
| return false; |
| } |
| |
| for (auto [i, format] : Enumerate(a.colorTargetFormats)) { |
| if (format != b.colorTargetFormats[i]) { |
| return false; |
| } |
| } |
| |
| return a.depthStencilFormat == b.depthStencilFormat && a.sampleCount == b.sampleCount; |
| } |
| |
| MaybeError ResolveMultisampleWithDraw(DeviceBase* device, |
| CommandEncoder* encoder, |
| const RenderPassDescriptorResolveRect& rect, |
| TextureViewBase* src, |
| TextureViewBase* dst) { |
| DAWN_ASSERT(device->IsLockedByCurrentThreadIfNeeded()); |
| |
| ResolveMultisampleWithDrawPipelineKey pipelineKey{dst->GetFormat().format, |
| src->GetTexture()->GetSampleCount()}; |
| Ref<RenderPipelineBase> pipeline; |
| DAWN_TRY_ASSIGN(pipeline, GetOrCreateResolveMultisamplePipeline(device, pipelineKey)); |
| |
| Ref<BindGroupLayoutBase> bindGroupLayout; |
| DAWN_TRY_ASSIGN(bindGroupLayout, pipeline->GetBindGroupLayout(0)); |
| |
| Ref<BindGroupBase> bindGroup; |
| DAWN_TRY_ASSIGN(bindGroup, utils::MakeBindGroup(device, bindGroupLayout, {{0, src}}, |
| UsageValidationMode::Internal)); |
| // Color attachment descriptor. |
| RenderPassColorAttachment colorAttachmentDesc; |
| colorAttachmentDesc.view = dst; |
| colorAttachmentDesc.loadOp = wgpu::LoadOp::Load; |
| colorAttachmentDesc.storeOp = wgpu::StoreOp::Store; |
| |
| // Create render pass. |
| RenderPassDescriptor renderPassDesc; |
| renderPassDesc.colorAttachmentCount = 1; |
| renderPassDesc.colorAttachments = &colorAttachmentDesc; |
| Ref<RenderPassEncoder> renderEncoder = encoder->BeginRenderPass(&renderPassDesc); |
| |
| // Draw to perform the resolve. |
| renderEncoder->APISetBindGroup(0, bindGroup.Get(), 0, nullptr); |
| renderEncoder->APISetPipeline(pipeline.Get()); |
| renderEncoder->APISetScissorRect(rect.resolveOffsetX, rect.resolveOffsetY, rect.width, |
| rect.height); |
| // The texture size never exceeds 16 bits. We pack two values {offsetX, offsetY} into a 32-bit |
| // firstInstance value, which avoids creating a uniform buffer. |
| const auto offsets = PackOffsets(rect); |
| renderEncoder->APIDraw(/*vertexCount=*/3, |
| /*instanceCount=*/1, |
| /*firstVertex=*/0, |
| /*firstInstance=*/offsets); |
| renderEncoder->End(); |
| |
| return {}; |
| } |
| |
| size_t ResolveMultisampleWithDrawPipelineKey::HashFunc::operator()( |
| const ResolveMultisampleWithDrawPipelineKey& key) const { |
| size_t hash = 0; |
| |
| HashCombine(&hash, key.colorTargetFormat); |
| HashCombine(&hash, key.sampleCount); |
| |
| return hash; |
| } |
| |
| bool ResolveMultisampleWithDrawPipelineKey::EqualityFunc::operator()( |
| const ResolveMultisampleWithDrawPipelineKey& a, |
| const ResolveMultisampleWithDrawPipelineKey& b) const { |
| return a.colorTargetFormat == b.colorTargetFormat && a.sampleCount == b.sampleCount; |
| } |
| |
| } // namespace dawn::native |