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// Copyright 2017 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/opengl/RenderPipelineGL.h"
#include "dawn/native/opengl/DeviceGL.h"
#include "dawn/native/opengl/Forward.h"
#include "dawn/native/opengl/PersistentPipelineStateGL.h"
#include "dawn/native/opengl/UtilsGL.h"
namespace dawn::native::opengl {
namespace {
GLenum GLPrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return GL_POINTS;
case wgpu::PrimitiveTopology::LineList:
return GL_LINES;
case wgpu::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case wgpu::PrimitiveTopology::TriangleList:
return GL_TRIANGLES;
case wgpu::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
case wgpu::PrimitiveTopology::Undefined:
break;
}
DAWN_UNREACHABLE();
}
MaybeError ApplyFrontFaceAndCulling(const OpenGLFunctions& gl,
wgpu::FrontFace face,
wgpu::CullMode mode) {
// Note that we invert winding direction in OpenGL. Because Y axis is up in OpenGL,
// which is different from WebGPU and other backends (Y axis is down).
GLenum direction = (face == wgpu::FrontFace::CCW) ? GL_CW : GL_CCW;
DAWN_GL_TRY(gl, FrontFace(direction));
if (mode == wgpu::CullMode::None) {
DAWN_GL_TRY(gl, Disable(GL_CULL_FACE));
} else {
DAWN_GL_TRY(gl, Enable(GL_CULL_FACE));
GLenum cullMode = (mode == wgpu::CullMode::Front) ? GL_FRONT : GL_BACK;
DAWN_GL_TRY(gl, CullFace(cullMode));
}
return {};
}
GLenum GLBlendFactor(wgpu::BlendFactor factor, bool alpha) {
switch (factor) {
case wgpu::BlendFactor::Zero:
return GL_ZERO;
case wgpu::BlendFactor::One:
return GL_ONE;
case wgpu::BlendFactor::Src:
return GL_SRC_COLOR;
case wgpu::BlendFactor::OneMinusSrc:
return GL_ONE_MINUS_SRC_COLOR;
case wgpu::BlendFactor::SrcAlpha:
return GL_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrcAlpha:
return GL_ONE_MINUS_SRC_ALPHA;
case wgpu::BlendFactor::Dst:
return GL_DST_COLOR;
case wgpu::BlendFactor::OneMinusDst:
return GL_ONE_MINUS_DST_COLOR;
case wgpu::BlendFactor::DstAlpha:
return GL_DST_ALPHA;
case wgpu::BlendFactor::OneMinusDstAlpha:
return GL_ONE_MINUS_DST_ALPHA;
case wgpu::BlendFactor::SrcAlphaSaturated:
return GL_SRC_ALPHA_SATURATE;
case wgpu::BlendFactor::Constant:
return alpha ? GL_CONSTANT_ALPHA : GL_CONSTANT_COLOR;
case wgpu::BlendFactor::OneMinusConstant:
return alpha ? GL_ONE_MINUS_CONSTANT_ALPHA : GL_ONE_MINUS_CONSTANT_COLOR;
case wgpu::BlendFactor::Src1:
return GL_SRC1_COLOR;
case wgpu::BlendFactor::OneMinusSrc1:
return GL_ONE_MINUS_SRC1_COLOR;
case wgpu::BlendFactor::Src1Alpha:
return GL_SRC1_ALPHA;
case wgpu::BlendFactor::OneMinusSrc1Alpha:
return GL_ONE_MINUS_SRC1_ALPHA;
case wgpu::BlendFactor::Undefined:
break;
}
DAWN_UNREACHABLE();
}
GLenum GLBlendMode(wgpu::BlendOperation operation) {
switch (operation) {
case wgpu::BlendOperation::Add:
return GL_FUNC_ADD;
case wgpu::BlendOperation::Subtract:
return GL_FUNC_SUBTRACT;
case wgpu::BlendOperation::ReverseSubtract:
return GL_FUNC_REVERSE_SUBTRACT;
case wgpu::BlendOperation::Min:
return GL_MIN;
case wgpu::BlendOperation::Max:
return GL_MAX;
case wgpu::BlendOperation::Undefined:
break;
}
DAWN_UNREACHABLE();
}
MaybeError ApplyColorState(const OpenGLFunctions& gl,
ColorAttachmentIndex attachment,
const ColorTargetState* state) {
GLuint colorBuffer = static_cast<GLuint>(static_cast<uint8_t>(attachment));
if (state->blend != nullptr) {
DAWN_GL_TRY(gl, Enablei(GL_BLEND, colorBuffer));
DAWN_GL_TRY(gl,
BlendEquationSeparatei(colorBuffer, GLBlendMode(state->blend->color.operation),
GLBlendMode(state->blend->alpha.operation)));
DAWN_GL_TRY(
gl, BlendFuncSeparatei(colorBuffer, GLBlendFactor(state->blend->color.srcFactor, false),
GLBlendFactor(state->blend->color.dstFactor, false),
GLBlendFactor(state->blend->alpha.srcFactor, true),
GLBlendFactor(state->blend->alpha.dstFactor, true)));
} else {
DAWN_GL_TRY(gl, Disablei(GL_BLEND, colorBuffer));
}
DAWN_GL_TRY(gl, ColorMaski(colorBuffer, state->writeMask & wgpu::ColorWriteMask::Red,
state->writeMask & wgpu::ColorWriteMask::Green,
state->writeMask & wgpu::ColorWriteMask::Blue,
state->writeMask & wgpu::ColorWriteMask::Alpha));
return {};
}
MaybeError ApplyColorState(const OpenGLFunctions& gl, const ColorTargetState* state) {
if (state->blend != nullptr) {
DAWN_GL_TRY(gl, Enable(GL_BLEND));
DAWN_GL_TRY(gl, BlendEquationSeparate(GLBlendMode(state->blend->color.operation),
GLBlendMode(state->blend->alpha.operation)));
DAWN_GL_TRY(gl, BlendFuncSeparate(GLBlendFactor(state->blend->color.srcFactor, false),
GLBlendFactor(state->blend->color.dstFactor, false),
GLBlendFactor(state->blend->alpha.srcFactor, true),
GLBlendFactor(state->blend->alpha.dstFactor, true)));
} else {
DAWN_GL_TRY(gl, Disable(GL_BLEND));
}
DAWN_GL_TRY(gl, ColorMask(state->writeMask & wgpu::ColorWriteMask::Red,
state->writeMask & wgpu::ColorWriteMask::Green,
state->writeMask & wgpu::ColorWriteMask::Blue,
state->writeMask & wgpu::ColorWriteMask::Alpha));
return {};
}
bool Equal(const BlendComponent& lhs, const BlendComponent& rhs) {
return lhs.operation == rhs.operation && lhs.srcFactor == rhs.srcFactor &&
lhs.dstFactor == rhs.dstFactor;
}
GLuint OpenGLStencilOperation(wgpu::StencilOperation stencilOperation) {
switch (stencilOperation) {
case wgpu::StencilOperation::Keep:
return GL_KEEP;
case wgpu::StencilOperation::Zero:
return GL_ZERO;
case wgpu::StencilOperation::Replace:
return GL_REPLACE;
case wgpu::StencilOperation::Invert:
return GL_INVERT;
case wgpu::StencilOperation::IncrementClamp:
return GL_INCR;
case wgpu::StencilOperation::DecrementClamp:
return GL_DECR;
case wgpu::StencilOperation::IncrementWrap:
return GL_INCR_WRAP;
case wgpu::StencilOperation::DecrementWrap:
return GL_DECR_WRAP;
case wgpu::StencilOperation::Undefined:
break;
}
DAWN_UNREACHABLE();
}
} // anonymous namespace
// 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),
mVertexArrayObject(0),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {}
MaybeError RenderPipeline::InitializeImpl() {
if (UsesVertexIndex()) {
mImmediateMask |= GetImmediateConstantBlockBits(
offsetof(RenderImmediateConstants, firstVertex), kImmediateConstantElementByteSize);
}
if (UsesInstanceIndex()) {
mImmediateMask |= GetImmediateConstantBlockBits(
offsetof(RenderImmediateConstants, firstInstance), kImmediateConstantElementByteSize);
}
if (UsesFragDepth()) {
mImmediateMask |= GetImmediateConstantBlockBits(
offsetof(RenderImmediateConstants, clampFragDepth), sizeof(ClampFragDepthArgs));
}
return ToBackend(GetDevice())
->EnqueueGL([self = Ref<RenderPipeline>(this)](const OpenGLFunctions& gl) -> MaybeError {
VertexAttributeMask bgraSwizzleAttributes = {};
for (VertexAttributeLocation i : self->GetAttributeLocationsUsed()) {
bgraSwizzleAttributes.set(
i, self->GetAttribute(i).format == wgpu::VertexFormat::Unorm8x4BGRA);
}
DAWN_TRY(self->InitializeBase(gl, ToBackend(self->GetLayout()), self->GetAllStages(),
self->mImmediateMask, bgraSwizzleAttributes));
DAWN_TRY(self->CreateVAOForVertexState(gl));
return {};
});
}
RenderPipeline::~RenderPipeline() = default;
void RenderPipeline::DestroyImpl(DestroyReason reason) {
RenderPipelineBase::DestroyImpl(reason);
IgnoreErrors(ToBackend(GetDevice())
->EnqueueDestroyGL(this, &RenderPipeline::GetVertexArrayObject, reason,
[](const OpenGLFunctions& gl, GLuint vao) -> MaybeError {
DAWN_GL_TRY_IGNORE_ERRORS(gl,
DeleteVertexArrays(1, &vao));
DAWN_GL_TRY_IGNORE_ERRORS(gl, BindVertexArray(0));
return {};
}));
IgnoreErrors(
ToBackend(GetDevice())
->EnqueueDestroyGL(this, &RenderPipeline::GetProgramHandle, reason,
[](const OpenGLFunctions& gl, GLuint program) -> MaybeError {
DAWN_GL_TRY_IGNORE_ERRORS(gl, DeleteProgram(program));
return {};
}));
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return mGlPrimitiveTopology;
}
GLuint RenderPipeline::GetProgramHandle() const {
return mProgram;
}
GLuint RenderPipeline::GetVertexArrayObject() const {
return mVertexArrayObject;
}
VertexAttributeMask RenderPipeline::GetAttributesUsingVertexBuffer(VertexBufferSlot slot) const {
DAWN_ASSERT(!IsError());
return mAttributesUsingVertexBuffer[slot];
}
MaybeError RenderPipeline::CreateVAOForVertexState(const OpenGLFunctions& gl) {
DAWN_GL_TRY(gl, GenVertexArrays(1, &mVertexArrayObject));
DAWN_GL_TRY(gl, BindVertexArray(mVertexArrayObject));
for (VertexAttributeLocation location : GetAttributeLocationsUsed()) {
const auto& attribute = GetAttribute(location);
GLuint glAttrib = static_cast<GLuint>(static_cast<uint8_t>(location));
DAWN_GL_TRY(gl, EnableVertexAttribArray(glAttrib));
mAttributesUsingVertexBuffer[attribute.vertexBufferSlot][location] = true;
const VertexBufferInfo& vertexBuffer = GetVertexBuffer(attribute.vertexBufferSlot);
if (vertexBuffer.arrayStride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
DAWN_GL_TRY(gl, VertexAttribDivisor(glAttrib, 0xffffffff));
} else {
switch (vertexBuffer.stepMode) {
case wgpu::VertexStepMode::Vertex:
break;
case wgpu::VertexStepMode::Instance:
DAWN_GL_TRY(gl, VertexAttribDivisor(glAttrib, 1));
break;
case wgpu::VertexStepMode::Undefined:
DAWN_UNREACHABLE();
}
}
}
return {};
}
MaybeError RenderPipeline::ApplyNow(const OpenGLFunctions& gl,
PersistentPipelineState& persistentPipelineState) {
DAWN_TRY(PipelineGL::ApplyNow(gl, ToBackend(GetLayout())));
DAWN_ASSERT(mVertexArrayObject);
DAWN_GL_TRY(gl, BindVertexArray(mVertexArrayObject));
DAWN_TRY(ApplyFrontFaceAndCulling(gl, GetFrontFace(), GetCullMode()));
DAWN_TRY(ApplyDepthStencilState(gl, &persistentPipelineState));
DAWN_GL_TRY(gl, SampleMaski(0, GetSampleMask()));
if (IsAlphaToCoverageEnabled()) {
DAWN_GL_TRY(gl, Enable(GL_SAMPLE_ALPHA_TO_COVERAGE));
} else {
DAWN_GL_TRY(gl, Disable(GL_SAMPLE_ALPHA_TO_COVERAGE));
}
if (IsDepthBiasEnabled()) {
DAWN_GL_TRY(gl, Enable(GL_POLYGON_OFFSET_FILL));
float depthBias = GetDepthBias();
if (GetDevice()->IsToggleEnabled(Toggle::GLDepthBiasModifier)) {
// There is an ambiguity in the GL and Vulkan specs with respect to
// depthBias: If a depth value lies between 2^n and 2^(n+1), is the
// "exponent of the depth value" n or n+1? Empirically, desktop GL drivers use
// n+1, while the WebGPU CTS is expecting n. Scaling the depth
// bias value by 0.5 gives results in line with other backends.
// See: https://gitlab.khronos.org/Tracker/vk-gl-cts/-/issues/4169
// See also the GL ES 3.1 spec, section "13.5.2 Depth Offset".
depthBias *= 0.5f;
}
float slopeScale = GetDepthBiasSlopeScale();
if (gl.PolygonOffsetClamp != nullptr) {
DAWN_GL_TRY(gl, PolygonOffsetClamp(slopeScale, depthBias, GetDepthBiasClamp()));
} else {
DAWN_GL_TRY(gl, PolygonOffset(slopeScale, depthBias));
}
} else {
DAWN_GL_TRY(gl, Disable(GL_POLYGON_OFFSET_FILL));
}
if (!GetDevice()->IsToggleEnabled(Toggle::DisableIndexedDrawBuffers)) {
for (auto attachmentSlot : GetColorAttachmentsMask()) {
DAWN_TRY(ApplyColorState(gl, attachmentSlot, GetColorTargetState(attachmentSlot)));
}
} else {
const ColorTargetState* prevDescriptor = nullptr;
for (auto attachmentSlot : GetColorAttachmentsMask()) {
const ColorTargetState* descriptor = GetColorTargetState(attachmentSlot);
if (!prevDescriptor) {
DAWN_TRY(ApplyColorState(gl, descriptor));
prevDescriptor = descriptor;
} else if ((descriptor->blend == nullptr) != (prevDescriptor->blend == nullptr)) {
// TODO(crbug.com/dawn/582): GLES < 3.2 does not support different blend states
// per color target. Add validation to prevent this as it is not.
DAWN_ASSERT(false);
} else if (descriptor->blend != nullptr) {
if (!Equal(descriptor->blend->alpha, prevDescriptor->blend->alpha) ||
!Equal(descriptor->blend->color, prevDescriptor->blend->color) ||
descriptor->writeMask != prevDescriptor->writeMask) {
// TODO(crbug.com/dawn/582)
DAWN_ASSERT(false);
}
}
}
}
return {};
}
MaybeError RenderPipeline::ApplyDepthStencilState(
const OpenGLFunctions& gl,
PersistentPipelineState* persistentPipelineState) {
const DepthStencilState* descriptor = GetDepthStencilState();
// Depth writes only occur if depth is enabled
if (descriptor->depthCompare == wgpu::CompareFunction::Always &&
descriptor->depthWriteEnabled != wgpu::OptionalBool::True) {
DAWN_GL_TRY(gl, Disable(GL_DEPTH_TEST));
} else {
DAWN_GL_TRY(gl, Enable(GL_DEPTH_TEST));
}
if (descriptor->depthWriteEnabled == wgpu::OptionalBool::True) {
DAWN_GL_TRY(gl, DepthMask(GL_TRUE));
} else {
DAWN_GL_TRY(gl, DepthMask(GL_FALSE));
}
DAWN_GL_TRY(gl, DepthFunc(ToOpenGLCompareFunction(descriptor->depthCompare)));
if (UsesStencil()) {
DAWN_GL_TRY(gl, Enable(GL_STENCIL_TEST));
} else {
DAWN_GL_TRY(gl, Disable(GL_STENCIL_TEST));
}
GLenum backCompareFunction = ToOpenGLCompareFunction(descriptor->stencilBack.compare);
GLenum frontCompareFunction = ToOpenGLCompareFunction(descriptor->stencilFront.compare);
DAWN_TRY(persistentPipelineState->SetStencilFuncsAndMask(
gl, backCompareFunction, frontCompareFunction, descriptor->stencilReadMask));
DAWN_GL_TRY(gl,
StencilOpSeparate(GL_BACK, OpenGLStencilOperation(descriptor->stencilBack.failOp),
OpenGLStencilOperation(descriptor->stencilBack.depthFailOp),
OpenGLStencilOperation(descriptor->stencilBack.passOp)));
DAWN_GL_TRY(gl,
StencilOpSeparate(GL_FRONT, OpenGLStencilOperation(descriptor->stencilFront.failOp),
OpenGLStencilOperation(descriptor->stencilFront.depthFailOp),
OpenGLStencilOperation(descriptor->stencilFront.passOp)));
DAWN_GL_TRY(gl, StencilMask(descriptor->stencilWriteMask));
return {};
}
} // namespace dawn::native::opengl