| // 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 "src/dawn/common/StringViewUtils.h" | |
| #include "src/dawn/native/webgpu/BindGroupLayoutWGPU.h" | |
| #include "src/dawn/native/webgpu/CaptureContext.h" | |
| #include "src/dawn/native/webgpu/DeviceWGPU.h" | |
| #include "src/dawn/native/webgpu/PipelineLayoutWGPU.h" | |
| #include "src/dawn/native/webgpu/ShaderModuleWGPU.h" | |
| #include "src/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 = {}; | |
| std::string label = GetLabel(); | |
| desc.nextInChain = nullptr; | |
| desc.label = ToOutputStringView(label); | |
| 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); | |
| schema::ExpandResolveMode expandResolveMode = schema::ExpandResolveMode::Unused; | |
| if (GetAttachmentState()->GetExpandResolveInfo().resolveTargetsMask.test(slot)) { | |
| expandResolveMode = | |
| GetAttachmentState()->GetExpandResolveInfo().attachmentsToExpandResolve.test( | |
| slot) | |
| ? schema::ExpandResolveMode::Enabled | |
| : schema::ExpandResolveMode::Disabled; | |
| } | |
| 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, | |
| .expandResolveMode = expandResolveMode, | |
| }}; | |
| } | |
| } | |
| 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 |