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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#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 { namespace opengl {
namespace {
GLenum GLPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case dawn::PrimitiveTopology::PointList:
return GL_POINTS;
case dawn::PrimitiveTopology::LineList:
return GL_LINES;
case dawn::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case dawn::PrimitiveTopology::TriangleList:
return GL_TRIANGLES;
case dawn::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
GLenum GLBlendFactor(dawn::BlendFactor factor, bool alpha) {
switch (factor) {
case dawn::BlendFactor::Zero:
return GL_ZERO;
case dawn::BlendFactor::One:
return GL_ONE;
case dawn::BlendFactor::SrcColor:
return GL_SRC_COLOR;
case dawn::BlendFactor::OneMinusSrcColor:
return GL_ONE_MINUS_SRC_COLOR;
case dawn::BlendFactor::SrcAlpha:
return GL_SRC_ALPHA;
case dawn::BlendFactor::OneMinusSrcAlpha:
return GL_ONE_MINUS_SRC_ALPHA;
case dawn::BlendFactor::DstColor:
return GL_DST_COLOR;
case dawn::BlendFactor::OneMinusDstColor:
return GL_ONE_MINUS_DST_COLOR;
case dawn::BlendFactor::DstAlpha:
return GL_DST_ALPHA;
case dawn::BlendFactor::OneMinusDstAlpha:
return GL_ONE_MINUS_DST_ALPHA;
case dawn::BlendFactor::SrcAlphaSaturated:
return GL_SRC_ALPHA_SATURATE;
case dawn::BlendFactor::BlendColor:
return alpha ? GL_CONSTANT_ALPHA : GL_CONSTANT_COLOR;
case dawn::BlendFactor::OneMinusBlendColor:
return alpha ? GL_ONE_MINUS_CONSTANT_ALPHA : GL_ONE_MINUS_CONSTANT_COLOR;
default:
UNREACHABLE();
}
}
GLenum GLBlendMode(dawn::BlendOperation operation) {
switch (operation) {
case dawn::BlendOperation::Add:
return GL_FUNC_ADD;
case dawn::BlendOperation::Subtract:
return GL_FUNC_SUBTRACT;
case dawn::BlendOperation::ReverseSubtract:
return GL_FUNC_REVERSE_SUBTRACT;
case dawn::BlendOperation::Min:
return GL_MIN;
case dawn::BlendOperation::Max:
return GL_MAX;
default:
UNREACHABLE();
}
}
void ApplyColorState(uint32_t attachment, const ColorStateDescriptor* descriptor) {
if (BlendEnabled(descriptor)) {
glEnablei(GL_BLEND, attachment);
glBlendEquationSeparatei(attachment, GLBlendMode(descriptor->colorBlend.operation),
GLBlendMode(descriptor->alphaBlend.operation));
glBlendFuncSeparatei(attachment,
GLBlendFactor(descriptor->colorBlend.srcFactor, false),
GLBlendFactor(descriptor->colorBlend.dstFactor, false),
GLBlendFactor(descriptor->alphaBlend.srcFactor, true),
GLBlendFactor(descriptor->alphaBlend.dstFactor, true));
} else {
glDisablei(GL_BLEND, attachment);
}
glColorMaski(attachment, descriptor->writeMask & dawn::ColorWriteMask::Red,
descriptor->writeMask & dawn::ColorWriteMask::Green,
descriptor->writeMask & dawn::ColorWriteMask::Blue,
descriptor->writeMask & dawn::ColorWriteMask::Alpha);
}
GLuint OpenGLStencilOperation(dawn::StencilOperation stencilOperation) {
switch (stencilOperation) {
case dawn::StencilOperation::Keep:
return GL_KEEP;
case dawn::StencilOperation::Zero:
return GL_ZERO;
case dawn::StencilOperation::Replace:
return GL_REPLACE;
case dawn::StencilOperation::Invert:
return GL_INVERT;
case dawn::StencilOperation::IncrementClamp:
return GL_INCR;
case dawn::StencilOperation::DecrementClamp:
return GL_DECR;
case dawn::StencilOperation::IncrementWrap:
return GL_INCR_WRAP;
case dawn::StencilOperation::DecrementWrap:
return GL_DECR_WRAP;
default:
UNREACHABLE();
}
}
void ApplyDepthStencilState(const DepthStencilStateDescriptor* descriptor,
PersistentPipelineState* persistentPipelineState) {
// Depth writes only occur if depth is enabled
if (descriptor->depthCompare == dawn::CompareFunction::Always &&
!descriptor->depthWriteEnabled) {
glDisable(GL_DEPTH_TEST);
} else {
glEnable(GL_DEPTH_TEST);
}
if (descriptor->depthWriteEnabled) {
glDepthMask(GL_TRUE);
} else {
glDepthMask(GL_FALSE);
}
glDepthFunc(ToOpenGLCompareFunction(descriptor->depthCompare));
if (StencilTestEnabled(descriptor)) {
glEnable(GL_STENCIL_TEST);
} else {
glDisable(GL_STENCIL_TEST);
}
GLenum backCompareFunction = ToOpenGLCompareFunction(descriptor->stencilBack.compare);
GLenum frontCompareFunction = ToOpenGLCompareFunction(descriptor->stencilFront.compare);
persistentPipelineState->SetStencilFuncsAndMask(
backCompareFunction, frontCompareFunction, descriptor->stencilReadMask);
glStencilOpSeparate(GL_BACK, OpenGLStencilOperation(descriptor->stencilBack.failOp),
OpenGLStencilOperation(descriptor->stencilBack.depthFailOp),
OpenGLStencilOperation(descriptor->stencilBack.passOp));
glStencilOpSeparate(GL_FRONT, OpenGLStencilOperation(descriptor->stencilFront.failOp),
OpenGLStencilOperation(descriptor->stencilFront.depthFailOp),
OpenGLStencilOperation(descriptor->stencilFront.passOp));
glStencilMask(descriptor->stencilWriteMask);
}
} // anonymous namespace
RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor)
: RenderPipelineBase(device, descriptor),
mVertexArrayObject(0),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
PerStage<const ShaderModule*> modules(nullptr);
modules[dawn::ShaderStage::Vertex] = ToBackend(descriptor->vertexStage->module);
modules[dawn::ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
PipelineGL::Initialize(ToBackend(GetLayout()), modules);
CreateVAOForInputState(descriptor->inputState);
}
RenderPipeline::~RenderPipeline() {
glDeleteVertexArrays(1, &mVertexArrayObject);
glBindVertexArray(0);
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return mGlPrimitiveTopology;
}
void RenderPipeline::CreateVAOForInputState(const InputStateDescriptor* inputState) {
glGenVertexArrays(1, &mVertexArrayObject);
glBindVertexArray(mVertexArrayObject);
for (uint32_t location : IterateBitSet(GetAttributesSetMask())) {
const auto& attribute = GetAttribute(location);
glEnableVertexAttribArray(location);
attributesUsingInput[attribute.inputSlot][location] = true;
auto input = GetInput(attribute.inputSlot);
if (input.stride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
glVertexAttribDivisor(location, 0xffffffff);
} else {
switch (input.stepMode) {
case dawn::InputStepMode::Vertex:
break;
case dawn::InputStepMode::Instance:
glVertexAttribDivisor(location, 1);
break;
default:
UNREACHABLE();
}
}
}
}
void RenderPipeline::ApplyNow(PersistentPipelineState& persistentPipelineState) {
PipelineGL::ApplyNow();
ASSERT(mVertexArrayObject);
glBindVertexArray(mVertexArrayObject);
ApplyDepthStencilState(GetDepthStencilStateDescriptor(), &persistentPipelineState);
for (uint32_t attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
ApplyColorState(attachmentSlot, GetColorStateDescriptor(attachmentSlot));
}
}
}} // namespace dawn_native::opengl