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// 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/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), ObjectWGPU(device->wgpu.renderPipelineRelease) {}
MaybeError RenderPipeline::InitializeImpl() {
auto device = ToBackend(GetDevice());
WGPURenderPipelineDescriptor desc;
std::vector<WGPUConstantEntry> vertexConstants;
std::vector<std::string> vertexConstantsKeys;
std::array<WGPUVertexBufferLayout, kMaxVertexBuffers> vertexBuffers;
std::array<absl::InlinedVector<WGPUVertexAttribute, kMaxVertexAttributes>, kMaxVertexBuffers>
vertexAttributes;
WGPUDepthStencilState depthStencil;
WGPUFragmentState fragmentState;
std::vector<WGPUConstantEntry> fragmentConstants;
std::vector<std::string> fragmentConstantsKeys;
std::array<WGPUColorTargetState, kMaxColorAttachments> colorTargets;
std::array<WGPUBlendState, kMaxColorAttachments> blends;
desc.nextInChain = nullptr;
desc.label = ToOutputStringView(GetLabel());
auto layout = GetLayout();
if (layout != nullptr) {
desc.layout = ToBackend(layout)->GetInnerHandle();
} else {
desc.layout = nullptr;
}
// 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[static_cast<size_t>(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[bufferCount];
wgpuBuffer->arrayStride = dawnBuffer.arrayStride;
wgpuBuffer->stepMode = ToAPI(dawnBuffer.stepMode);
auto& wgpuAttributes = vertexAttributes[static_cast<size_t>(slot)];
wgpuBuffer->attributes = wgpuAttributes.data();
wgpuBuffer->attributeCount = wgpuAttributes.size();
bufferCount++;
}
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[targetCount];
wgpuTarget->nextInChain = nullptr;
wgpuTarget->format = ToAPI(dawnTarget->format);
if (dawnTarget->blend != nullptr) {
blends[targetCount] = ToWGPU(dawnTarget->blend);
wgpuTarget->blend = &blends[targetCount];
} else {
wgpuTarget->blend = nullptr;
}
wgpuTarget->writeMask = ToAPI(dawnTarget->writeMask);
targetCount++;
}
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 {};
}
} // namespace dawn::native::webgpu