| // Copyright 2025 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 "src/dawn/native/webgpu/RenderPipelineWGPU.h" |
| |
| #include <string> |
| #include <vector> |
| #include "dawn/common/StringViewUtils.h" |
| #include "dawn/native/webgpu/BindGroupLayoutWGPU.h" |
| #include "dawn/native/webgpu/CaptureContext.h" |
| #include "dawn/native/webgpu/DeviceWGPU.h" |
| #include "dawn/native/webgpu/PipelineLayoutWGPU.h" |
| #include "dawn/native/webgpu/ShaderModuleWGPU.h" |
| #include "dawn/native/webgpu/ToWGPU.h" |
| |
| namespace dawn::native::webgpu { |
| |
| // static |
| Ref<RenderPipeline> RenderPipeline::CreateUninitialized( |
| Device* device, |
| const UnpackedPtr<RenderPipelineDescriptor>& descriptor) { |
| return AcquireRef(new RenderPipeline(device, descriptor)); |
| } |
| |
| RenderPipeline::RenderPipeline(Device* device, |
| const UnpackedPtr<RenderPipelineDescriptor>& descriptor) |
| : RenderPipelineBase(device, descriptor), |
| RecordableObject(schema::ObjectType::RenderPipeline), |
| ObjectWGPU(device->wgpu.renderPipelineRelease) {} |
| |
| MaybeError RenderPipeline::InitializeImpl() { |
| auto device = ToBackend(GetDevice()); |
| |
| WGPURenderPipelineDescriptor desc; |
| std::vector<WGPUConstantEntry> vertexConstants; |
| std::vector<std::string> vertexConstantsKeys; |
| PerVertexBuffer<WGPUVertexBufferLayout> vertexBuffers = {}; |
| PerVertexBuffer<absl::InlinedVector<WGPUVertexAttribute, kMaxVertexAttributes>> |
| vertexAttributes = {}; |
| WGPUDepthStencilState depthStencil; |
| WGPUFragmentState fragmentState; |
| std::vector<WGPUConstantEntry> fragmentConstants; |
| std::vector<std::string> fragmentConstantsKeys; |
| PerColorAttachment<WGPUColorTargetState> colorTargets = {}; |
| PerColorAttachment<WGPUBlendState> blends = {}; |
| PerColorAttachment<WGPUColorTargetStateExpandResolveTextureDawn> |
| colorTargetStateExpandResolveTextureDawnExtensions = {}; |
| |
| desc.nextInChain = nullptr; |
| desc.label = ToOutputStringView(GetLabel()); |
| auto layout = GetLayout(); |
| DAWN_ASSERT(layout != nullptr); |
| desc.layout = ToBackend(layout)->GetInnerHandle(); |
| |
| // Vertex State |
| const ProgrammableStage& vertex = GetStage(SingleShaderStage::Vertex); |
| desc.vertex.nextInChain = nullptr; |
| desc.vertex.module = ToBackend(vertex.module.Get())->GetInnerHandle(); |
| desc.vertex.entryPoint = ToOutputStringView(vertex.entryPoint); |
| PopulateWGPUConstants(&vertexConstants, &vertexConstantsKeys, vertex.constants); |
| desc.vertex.constants = vertexConstants.data(); |
| desc.vertex.constantCount = vertexConstants.size(); |
| |
| // Vertex Buffers |
| for (VertexAttributeLocation location : GetAttributeLocationsUsed()) { |
| const VertexAttributeInfo& dawnAttr = GetAttribute(location); |
| vertexAttributes[dawnAttr.vertexBufferSlot].push_back({ |
| .nextInChain = nullptr, |
| .format = ToAPI(dawnAttr.format), |
| .offset = dawnAttr.offset, |
| .shaderLocation = static_cast<uint32_t>(dawnAttr.shaderLocation), |
| }); |
| } |
| |
| size_t bufferCount = 0; |
| for (VertexBufferSlot slot : GetVertexBuffersUsed()) { |
| const VertexBufferInfo& dawnBuffer = GetVertexBuffer(slot); |
| WGPUVertexBufferLayout* wgpuBuffer = &vertexBuffers[slot]; |
| wgpuBuffer->arrayStride = dawnBuffer.arrayStride; |
| wgpuBuffer->stepMode = ToAPI(dawnBuffer.stepMode); |
| |
| auto& wgpuAttributes = vertexAttributes[slot]; |
| wgpuBuffer->attributes = wgpuAttributes.data(); |
| wgpuBuffer->attributeCount = wgpuAttributes.size(); |
| bufferCount = static_cast<size_t>(slot) + 1; |
| } |
| desc.vertex.bufferCount = bufferCount; |
| desc.vertex.buffers = vertexBuffers.data(); |
| |
| // Primitive State |
| desc.primitive.nextInChain = nullptr; |
| desc.primitive.topology = ToAPI(GetPrimitiveTopology()); |
| if (IsStripPrimitiveTopology(GetPrimitiveTopology())) { |
| desc.primitive.stripIndexFormat = ToAPI(GetStripIndexFormat()); |
| } else { |
| desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; |
| } |
| desc.primitive.frontFace = ToAPI(GetFrontFace()); |
| desc.primitive.cullMode = ToAPI(GetCullMode()); |
| desc.primitive.unclippedDepth = HasUnclippedDepth(); |
| |
| // Depth Stencil State |
| if (HasDepthStencilAttachment()) { |
| depthStencil = ToWGPU(GetDepthStencilState()); |
| desc.depthStencil = &depthStencil; |
| } else { |
| desc.depthStencil = nullptr; |
| } |
| |
| // Multisample State |
| desc.multisample.nextInChain = nullptr; |
| desc.multisample.count = GetSampleCount(); |
| desc.multisample.mask = GetSampleMask(); |
| desc.multisample.alphaToCoverageEnabled = IsAlphaToCoverageEnabled(); |
| |
| // Fragment State |
| if (HasStage(SingleShaderStage::Fragment)) { |
| const ProgrammableStage& fragment = GetStage(SingleShaderStage::Fragment); |
| fragmentState.nextInChain = nullptr; |
| fragmentState.module = ToBackend(fragment.module.Get())->GetInnerHandle(); |
| fragmentState.entryPoint = ToOutputStringView(fragment.entryPoint); |
| PopulateWGPUConstants(&fragmentConstants, &fragmentConstantsKeys, fragment.constants); |
| fragmentState.constants = fragmentConstants.data(); |
| fragmentState.constantCount = fragmentConstants.size(); |
| |
| uint32_t targetCount = 0; |
| for (auto i : GetColorAttachmentsMask()) { |
| const ColorTargetState* dawnTarget = GetColorTargetState(i); |
| WGPUColorTargetState* wgpuTarget = &colorTargets[i]; |
| wgpuTarget->nextInChain = nullptr; |
| wgpuTarget->format = ToAPI(dawnTarget->format); |
| |
| if (dawnTarget->blend != nullptr) { |
| blends[i] = ToWGPU(dawnTarget->blend); |
| wgpuTarget->blend = &blends[i]; |
| } else { |
| wgpuTarget->blend = nullptr; |
| } |
| wgpuTarget->writeMask = ToAPI(dawnTarget->writeMask); |
| |
| if (GetAttachmentState()->GetExpandResolveInfo().resolveTargetsMask.test(i)) { |
| auto& e = colorTargetStateExpandResolveTextureDawnExtensions[i]; |
| e = WGPU_COLOR_TARGET_STATE_EXPAND_RESOLVE_TEXTURE_DAWN_INIT; |
| e.enabled = |
| GetAttachmentState()->GetExpandResolveInfo().attachmentsToExpandResolve.test(i); |
| e.chain.next = wgpuTarget->nextInChain; |
| wgpuTarget->nextInChain = &(e.chain); |
| } |
| |
| targetCount = static_cast<size_t>(i) + 1; |
| } |
| fragmentState.targetCount = targetCount; |
| fragmentState.targets = colorTargets.data(); |
| |
| desc.fragment = &fragmentState; |
| } else { |
| desc.fragment = nullptr; |
| } |
| |
| mInnerHandle = device->wgpu.deviceCreateRenderPipeline(device->GetInnerHandle(), &desc); |
| DAWN_ASSERT(mInnerHandle); |
| return {}; |
| } |
| |
| void RenderPipeline::SetLabelImpl() { |
| ToBackend(GetDevice())->CaptureSetLabel(this, GetLabel()); |
| } |
| |
| MaybeError RenderPipeline::AddReferenced(CaptureContext& captureContext) { |
| DAWN_TRY( |
| captureContext.AddResource(ToBackend(GetStage(SingleShaderStage::Vertex).module.Get()))); |
| if (HasStage(SingleShaderStage::Fragment)) { |
| DAWN_TRY(captureContext.AddResource( |
| ToBackend(GetStage(SingleShaderStage::Fragment).module.Get()))); |
| } |
| DAWN_TRY(captureContext.AddResource(ToBackend(GetLayout()))); |
| return {}; |
| } |
| |
| schema::BlendComponent ToSchema(const BlendComponent* component) { |
| const BlendComponent& c = component ? *component : BlendComponent(); |
| return {{ |
| .operation = c.operation, |
| .srcFactor = c.srcFactor, |
| .dstFactor = c.dstFactor, |
| }}; |
| } |
| |
| schema::StencilFaceState ToSchema(const StencilFaceState& state) { |
| return {{ |
| .compare = state.compare, |
| .failOp = state.failOp, |
| .depthFailOp = state.depthFailOp, |
| .passOp = state.passOp, |
| }}; |
| } |
| |
| MaybeError RenderPipeline::CaptureCreationParameters(CaptureContext& captureContext) { |
| std::vector<schema::VertexBufferLayout> buffers; |
| for (VertexBufferSlot slot : GetVertexBuffersUsed()) { |
| const auto& info = GetVertexBuffer(slot); |
| |
| std::vector<schema::VertexAttribute> attributes; |
| |
| for (VertexAttributeLocation loc : GetAttributeLocationsUsed()) { |
| const VertexAttributeInfo& attrib = GetAttribute(loc); |
| // Only use the attributes that use the current input |
| if (attrib.vertexBufferSlot != slot) { |
| continue; |
| } |
| attributes.push_back({{ |
| .format = attrib.format, |
| .offset = attrib.offset, |
| .shaderLocation = uint32_t(attrib.shaderLocation), |
| }}); |
| } |
| |
| buffers.push_back({{ |
| .arrayStride = info.arrayStride, |
| .stepMode = info.stepMode, |
| .attributes = attributes, |
| }}); |
| } |
| |
| const DepthStencilState defaultDepthStencilState; |
| const DepthStencilState* depthStencilState = GetDepthStencilState(); |
| if (!depthStencilState) { |
| depthStencilState = &defaultDepthStencilState; |
| } |
| ProgrammableStage empty; |
| const ProgrammableStage& fragment = |
| HasStage(SingleShaderStage::Fragment) ? GetStage(SingleShaderStage::Fragment) : empty; |
| |
| static const schema::BlendComponent kDefaultBlendComponent{{ |
| .operation = wgpu::BlendOperation::Add, |
| .srcFactor = wgpu::BlendFactor::One, |
| .dstFactor = wgpu::BlendFactor::Zero, |
| }}; |
| static const schema::ColorTargetState kDefaultColorTargetState{{ |
| .format = wgpu::TextureFormat::Undefined, |
| .blend{{ |
| .color = kDefaultBlendComponent, |
| .alpha = kDefaultBlendComponent, |
| }}, |
| .writeMask = wgpu::ColorWriteMask::None, |
| }}; |
| |
| // The front end does not store the number of attachments but the API requires that we |
| // provide them for sparse attachments so we initialize targets with enough slots |
| // to cover all used slots and fill them with a state that will be set to unused |
| // on replay. |
| ColorAttachmentMask attachmentMask = GetColorAttachmentsMask(); |
| ColorAttachmentIndex attachmentCount = GetHighestBitIndexPlusOne(attachmentMask); |
| std::vector<schema::ColorTargetState> targets(size_t(attachmentCount), |
| kDefaultColorTargetState); |
| |
| if (fragment.module != nullptr) { |
| for (auto slot : attachmentMask) { |
| const auto& target = *GetColorTargetState(slot); |
| targets[size_t(slot)] = {{ |
| .format = target.format, |
| .blend{{ |
| .color = ToSchema(target.blend ? &target.blend->color : nullptr), |
| .alpha = ToSchema(target.blend ? &target.blend->alpha : nullptr), |
| }}, |
| .writeMask = target.writeMask, |
| }}; |
| } |
| } |
| |
| schema::RenderPipeline data{{ |
| .layoutId = captureContext.GetId(GetLayout()), |
| .vertex{{ |
| .program = ToSchema(captureContext, GetStage(SingleShaderStage::Vertex)), |
| .buffers = buffers, |
| }}, |
| .primitive{{ |
| .topology = GetPrimitiveTopology(), |
| .stripIndexFormat = GetStripIndexFormat(), |
| .frontFace = GetFrontFace(), |
| .cullMode = GetCullMode(), |
| .unclippedDepth = HasUnclippedDepth(), |
| }}, |
| .depthStencil{{ |
| .format = depthStencilState->format, |
| .depthWriteEnabled = depthStencilState->depthWriteEnabled == wgpu::OptionalBool(true), |
| .depthCompare = depthStencilState->depthCompare, |
| .stencilFront = ToSchema(depthStencilState->stencilFront), |
| .stencilBack = ToSchema(depthStencilState->stencilBack), |
| .stencilReadMask = depthStencilState->stencilReadMask, |
| .stencilWriteMask = depthStencilState->stencilWriteMask, |
| .depthBias = depthStencilState->depthBias, |
| .depthBiasSlopeScale = depthStencilState->depthBiasSlopeScale, |
| .depthBiasClamp = depthStencilState->depthBiasClamp, |
| }}, |
| .multisample{{ |
| .count = GetSampleCount(), |
| .mask = GetSampleMask(), |
| .alphaToCoverageEnabled = IsAlphaToCoverageEnabled(), |
| }}, |
| .fragment{{ |
| .program = ToSchema(captureContext, fragment), |
| .targets = targets, |
| }}, |
| }}; |
| Serialize(captureContext, data); |
| return {}; |
| } |
| |
| } // namespace dawn::native::webgpu |