| // 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/CommandBufferGL.h" |
| |
| #include "dawn_native/BindGroup.h" |
| #include "dawn_native/BindGroupTracker.h" |
| #include "dawn_native/CommandEncoder.h" |
| #include "dawn_native/Commands.h" |
| #include "dawn_native/RenderBundle.h" |
| #include "dawn_native/opengl/BufferGL.h" |
| #include "dawn_native/opengl/ComputePipelineGL.h" |
| #include "dawn_native/opengl/DeviceGL.h" |
| #include "dawn_native/opengl/Forward.h" |
| #include "dawn_native/opengl/PersistentPipelineStateGL.h" |
| #include "dawn_native/opengl/PipelineLayoutGL.h" |
| #include "dawn_native/opengl/RenderPipelineGL.h" |
| #include "dawn_native/opengl/SamplerGL.h" |
| #include "dawn_native/opengl/TextureGL.h" |
| #include "dawn_native/opengl/UtilsGL.h" |
| |
| #include <cstring> |
| |
| namespace dawn_native { namespace opengl { |
| |
| namespace { |
| |
| GLenum IndexFormatType(wgpu::IndexFormat format) { |
| switch (format) { |
| case wgpu::IndexFormat::Uint16: |
| return GL_UNSIGNED_SHORT; |
| case wgpu::IndexFormat::Uint32: |
| return GL_UNSIGNED_INT; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| GLenum VertexFormatType(wgpu::VertexFormat format) { |
| switch (format) { |
| case wgpu::VertexFormat::UChar2: |
| case wgpu::VertexFormat::UChar4: |
| case wgpu::VertexFormat::UChar2Norm: |
| case wgpu::VertexFormat::UChar4Norm: |
| return GL_UNSIGNED_BYTE; |
| case wgpu::VertexFormat::Char2: |
| case wgpu::VertexFormat::Char4: |
| case wgpu::VertexFormat::Char2Norm: |
| case wgpu::VertexFormat::Char4Norm: |
| return GL_BYTE; |
| case wgpu::VertexFormat::UShort2: |
| case wgpu::VertexFormat::UShort4: |
| case wgpu::VertexFormat::UShort2Norm: |
| case wgpu::VertexFormat::UShort4Norm: |
| return GL_UNSIGNED_SHORT; |
| case wgpu::VertexFormat::Short2: |
| case wgpu::VertexFormat::Short4: |
| case wgpu::VertexFormat::Short2Norm: |
| case wgpu::VertexFormat::Short4Norm: |
| return GL_SHORT; |
| case wgpu::VertexFormat::Half2: |
| case wgpu::VertexFormat::Half4: |
| return GL_HALF_FLOAT; |
| case wgpu::VertexFormat::Float: |
| case wgpu::VertexFormat::Float2: |
| case wgpu::VertexFormat::Float3: |
| case wgpu::VertexFormat::Float4: |
| return GL_FLOAT; |
| case wgpu::VertexFormat::UInt: |
| case wgpu::VertexFormat::UInt2: |
| case wgpu::VertexFormat::UInt3: |
| case wgpu::VertexFormat::UInt4: |
| return GL_UNSIGNED_INT; |
| case wgpu::VertexFormat::Int: |
| case wgpu::VertexFormat::Int2: |
| case wgpu::VertexFormat::Int3: |
| case wgpu::VertexFormat::Int4: |
| return GL_INT; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| GLboolean VertexFormatIsNormalized(wgpu::VertexFormat format) { |
| switch (format) { |
| case wgpu::VertexFormat::UChar2Norm: |
| case wgpu::VertexFormat::UChar4Norm: |
| case wgpu::VertexFormat::Char2Norm: |
| case wgpu::VertexFormat::Char4Norm: |
| case wgpu::VertexFormat::UShort2Norm: |
| case wgpu::VertexFormat::UShort4Norm: |
| case wgpu::VertexFormat::Short2Norm: |
| case wgpu::VertexFormat::Short4Norm: |
| return GL_TRUE; |
| default: |
| return GL_FALSE; |
| } |
| } |
| |
| bool VertexFormatIsInt(wgpu::VertexFormat format) { |
| switch (format) { |
| case wgpu::VertexFormat::UChar2: |
| case wgpu::VertexFormat::UChar4: |
| case wgpu::VertexFormat::Char2: |
| case wgpu::VertexFormat::Char4: |
| case wgpu::VertexFormat::UShort2: |
| case wgpu::VertexFormat::UShort4: |
| case wgpu::VertexFormat::Short2: |
| case wgpu::VertexFormat::Short4: |
| case wgpu::VertexFormat::UInt: |
| case wgpu::VertexFormat::UInt2: |
| case wgpu::VertexFormat::UInt3: |
| case wgpu::VertexFormat::UInt4: |
| case wgpu::VertexFormat::Int: |
| case wgpu::VertexFormat::Int2: |
| case wgpu::VertexFormat::Int3: |
| case wgpu::VertexFormat::Int4: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| // Vertex buffers and index buffers are implemented as part of an OpenGL VAO that |
| // corresponds to a VertexState. On the contrary in Dawn they are part of the global state. |
| // This means that we have to re-apply these buffers on a VertexState change. |
| class VertexStateBufferBindingTracker { |
| public: |
| void OnSetIndexBuffer(BufferBase* buffer) { |
| mIndexBufferDirty = true; |
| mIndexBuffer = ToBackend(buffer); |
| } |
| |
| void OnSetVertexBuffer(uint32_t slot, BufferBase* buffer, uint64_t offset) { |
| mVertexBuffers[slot] = ToBackend(buffer); |
| mVertexBufferOffsets[slot] = offset; |
| |
| // Use 64 bit masks and make sure there are no shift UB |
| static_assert(kMaxVertexBuffers <= 8 * sizeof(unsigned long long) - 1, ""); |
| mDirtyVertexBuffers |= 1ull << slot; |
| } |
| |
| void OnSetPipeline(RenderPipelineBase* pipeline) { |
| if (mLastPipeline == pipeline) { |
| return; |
| } |
| |
| mIndexBufferDirty = true; |
| mDirtyVertexBuffers |= pipeline->GetVertexBufferSlotsUsed(); |
| |
| mLastPipeline = pipeline; |
| } |
| |
| void Apply(const OpenGLFunctions& gl) { |
| if (mIndexBufferDirty && mIndexBuffer != nullptr) { |
| gl.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->GetHandle()); |
| mIndexBufferDirty = false; |
| } |
| |
| for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers & |
| mLastPipeline->GetVertexBufferSlotsUsed())) { |
| for (uint32_t location : |
| IterateBitSet(mLastPipeline->GetAttributesUsingVertexBuffer(slot))) { |
| const VertexAttributeInfo& attribute = |
| mLastPipeline->GetAttribute(location); |
| |
| GLuint buffer = mVertexBuffers[slot]->GetHandle(); |
| uint64_t offset = mVertexBufferOffsets[slot]; |
| |
| const VertexBufferInfo& vertexBuffer = mLastPipeline->GetVertexBuffer(slot); |
| uint32_t components = VertexFormatNumComponents(attribute.format); |
| GLenum formatType = VertexFormatType(attribute.format); |
| |
| GLboolean normalized = VertexFormatIsNormalized(attribute.format); |
| gl.BindBuffer(GL_ARRAY_BUFFER, buffer); |
| if (VertexFormatIsInt(attribute.format)) { |
| gl.VertexAttribIPointer( |
| location, components, formatType, vertexBuffer.arrayStride, |
| reinterpret_cast<void*>( |
| static_cast<intptr_t>(offset + attribute.offset))); |
| } else { |
| gl.VertexAttribPointer(location, components, formatType, normalized, |
| vertexBuffer.arrayStride, |
| reinterpret_cast<void*>(static_cast<intptr_t>( |
| offset + attribute.offset))); |
| } |
| } |
| } |
| |
| mDirtyVertexBuffers.reset(); |
| } |
| |
| private: |
| bool mIndexBufferDirty = false; |
| Buffer* mIndexBuffer = nullptr; |
| |
| std::bitset<kMaxVertexBuffers> mDirtyVertexBuffers; |
| std::array<Buffer*, kMaxVertexBuffers> mVertexBuffers; |
| std::array<uint64_t, kMaxVertexBuffers> mVertexBufferOffsets; |
| |
| RenderPipelineBase* mLastPipeline = nullptr; |
| }; |
| |
| class BindGroupTracker : public BindGroupTrackerBase<false, uint64_t> { |
| public: |
| void OnSetPipeline(RenderPipeline* pipeline) { |
| BindGroupTrackerBase::OnSetPipeline(pipeline); |
| mPipeline = pipeline; |
| } |
| |
| void OnSetPipeline(ComputePipeline* pipeline) { |
| BindGroupTrackerBase::OnSetPipeline(pipeline); |
| mPipeline = pipeline; |
| } |
| |
| void Apply(const OpenGLFunctions& gl) { |
| for (uint32_t index : IterateBitSet(mDirtyBindGroupsObjectChangedOrIsDynamic)) { |
| ApplyBindGroup(gl, index, mBindGroups[index], mDynamicOffsetCounts[index], |
| mDynamicOffsets[index].data()); |
| } |
| DidApply(); |
| } |
| |
| private: |
| void ApplyBindGroup(const OpenGLFunctions& gl, |
| uint32_t index, |
| BindGroupBase* group, |
| uint32_t dynamicOffsetCount, |
| uint64_t* dynamicOffsets) { |
| const auto& indices = ToBackend(mPipelineLayout)->GetBindingIndexInfo()[index]; |
| uint32_t currentDynamicOffsetIndex = 0; |
| |
| for (BindingIndex bindingIndex = 0; |
| bindingIndex < group->GetLayout()->GetBindingCount(); ++bindingIndex) { |
| const BindingInfo& bindingInfo = |
| group->GetLayout()->GetBindingInfo(bindingIndex); |
| |
| switch (bindingInfo.type) { |
| case wgpu::BindingType::UniformBuffer: { |
| BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex); |
| GLuint buffer = ToBackend(binding.buffer)->GetHandle(); |
| GLuint uboIndex = indices[bindingIndex]; |
| GLuint offset = binding.offset; |
| |
| if (bindingInfo.hasDynamicOffset) { |
| offset += dynamicOffsets[currentDynamicOffsetIndex]; |
| ++currentDynamicOffsetIndex; |
| } |
| |
| gl.BindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, offset, |
| binding.size); |
| break; |
| } |
| |
| case wgpu::BindingType::StorageBuffer: |
| case wgpu::BindingType::ReadonlyStorageBuffer: { |
| BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex); |
| GLuint buffer = ToBackend(binding.buffer)->GetHandle(); |
| GLuint ssboIndex = indices[bindingIndex]; |
| GLuint offset = binding.offset; |
| |
| if (bindingInfo.hasDynamicOffset) { |
| offset += dynamicOffsets[currentDynamicOffsetIndex]; |
| ++currentDynamicOffsetIndex; |
| } |
| |
| gl.BindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer, offset, |
| binding.size); |
| break; |
| } |
| |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::ComparisonSampler: { |
| Sampler* sampler = ToBackend(group->GetBindingAsSampler(bindingIndex)); |
| GLuint samplerIndex = indices[bindingIndex]; |
| |
| for (PipelineGL::SamplerUnit unit : |
| mPipeline->GetTextureUnitsForSampler(samplerIndex)) { |
| // Only use filtering for certain texture units, because int and |
| // uint texture are only complete without filtering |
| if (unit.shouldUseFiltering) { |
| gl.BindSampler(unit.unit, sampler->GetFilteringHandle()); |
| } else { |
| gl.BindSampler(unit.unit, sampler->GetNonFilteringHandle()); |
| } |
| } |
| break; |
| } |
| |
| case wgpu::BindingType::SampledTexture: { |
| TextureView* view = |
| ToBackend(group->GetBindingAsTextureView(bindingIndex)); |
| GLuint handle = view->GetHandle(); |
| GLenum target = view->GetGLTarget(); |
| GLuint viewIndex = indices[bindingIndex]; |
| |
| for (auto unit : mPipeline->GetTextureUnitsForTextureView(viewIndex)) { |
| gl.ActiveTexture(GL_TEXTURE0 + unit); |
| gl.BindTexture(target, handle); |
| } |
| break; |
| } |
| |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| case wgpu::BindingType::WriteonlyStorageTexture: { |
| TextureView* view = |
| ToBackend(group->GetBindingAsTextureView(bindingIndex)); |
| Texture* texture = ToBackend(view->GetTexture()); |
| GLuint handle = texture->GetHandle(); |
| GLuint imageIndex = indices[bindingIndex]; |
| |
| GLenum access; |
| switch (bindingInfo.type) { |
| case wgpu::BindingType::ReadonlyStorageTexture: |
| access = GL_READ_ONLY; |
| break; |
| case wgpu::BindingType::WriteonlyStorageTexture: |
| access = GL_WRITE_ONLY; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| // OpenGL ES only supports either binding a layer or the entire texture |
| // in glBindImageTexture(). |
| GLboolean isLayered; |
| if (view->GetLayerCount() == 1) { |
| isLayered = GL_FALSE; |
| } else if (texture->GetArrayLayers() == view->GetLayerCount()) { |
| isLayered = GL_TRUE; |
| } else { |
| UNREACHABLE(); |
| } |
| |
| gl.BindImageTexture(imageIndex, handle, view->GetBaseMipLevel(), |
| isLayered, view->GetBaseArrayLayer(), access, |
| texture->GetGLFormat().internalFormat); |
| break; |
| } |
| |
| case wgpu::BindingType::StorageTexture: |
| UNREACHABLE(); |
| break; |
| |
| // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. |
| } |
| } |
| } |
| |
| PipelineGL* mPipeline = nullptr; |
| }; |
| |
| void ResolveMultisampledRenderTargets(const OpenGLFunctions& gl, |
| const BeginRenderPassCmd* renderPass) { |
| ASSERT(renderPass != nullptr); |
| |
| GLuint readFbo = 0; |
| GLuint writeFbo = 0; |
| |
| for (uint32_t i : |
| IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { |
| if (renderPass->colorAttachments[i].resolveTarget.Get() != nullptr) { |
| if (readFbo == 0) { |
| ASSERT(writeFbo == 0); |
| gl.GenFramebuffers(1, &readFbo); |
| gl.GenFramebuffers(1, &writeFbo); |
| } |
| |
| const TextureBase* colorTexture = |
| renderPass->colorAttachments[i].view->GetTexture(); |
| ASSERT(colorTexture->IsMultisampledTexture()); |
| ASSERT(colorTexture->GetArrayLayers() == 1); |
| ASSERT(renderPass->colorAttachments[i].view->GetBaseMipLevel() == 0); |
| |
| GLuint colorHandle = ToBackend(colorTexture)->GetHandle(); |
| gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFbo); |
| gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| ToBackend(colorTexture)->GetGLTarget(), colorHandle, 0); |
| |
| const TextureBase* resolveTexture = |
| renderPass->colorAttachments[i].resolveTarget->GetTexture(); |
| GLuint resolveTextureHandle = ToBackend(resolveTexture)->GetHandle(); |
| GLuint resolveTargetMipmapLevel = |
| renderPass->colorAttachments[i].resolveTarget->GetBaseMipLevel(); |
| gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, writeFbo); |
| if (resolveTexture->GetArrayLayers() == 1) { |
| gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, resolveTextureHandle, |
| resolveTargetMipmapLevel); |
| } else { |
| GLuint resolveTargetArrayLayer = |
| renderPass->colorAttachments[i].resolveTarget->GetBaseArrayLayer(); |
| gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| resolveTextureHandle, resolveTargetMipmapLevel, |
| resolveTargetArrayLayer); |
| } |
| |
| gl.BlitFramebuffer(0, 0, renderPass->width, renderPass->height, 0, 0, |
| renderPass->width, renderPass->height, GL_COLOR_BUFFER_BIT, |
| GL_NEAREST); |
| } |
| } |
| |
| gl.DeleteFramebuffers(1, &readFbo); |
| gl.DeleteFramebuffers(1, &writeFbo); |
| } |
| |
| // OpenGL SPEC requires the source/destination region must be a region that is contained |
| // within srcImage/dstImage. Here the size of the image refers to the virtual size, while |
| // Dawn validates texture copy extent with the physical size, so we need to re-calculate the |
| // texture copy extent to ensure it should fit in the virtual size of the subresource. |
| Extent3D ComputeTextureCopyExtent(const TextureCopy& textureCopy, |
| const Extent3D& copySize) { |
| Extent3D validTextureCopyExtent = copySize; |
| const TextureBase* texture = textureCopy.texture.Get(); |
| Extent3D virtualSizeAtLevel = texture->GetMipLevelVirtualSize(textureCopy.mipLevel); |
| if (textureCopy.origin.x + copySize.width > virtualSizeAtLevel.width) { |
| ASSERT(texture->GetFormat().isCompressed); |
| validTextureCopyExtent.width = virtualSizeAtLevel.width - textureCopy.origin.x; |
| } |
| if (textureCopy.origin.y + copySize.height > virtualSizeAtLevel.height) { |
| ASSERT(texture->GetFormat().isCompressed); |
| validTextureCopyExtent.height = virtualSizeAtLevel.height - textureCopy.origin.y; |
| } |
| |
| return validTextureCopyExtent; |
| } |
| |
| } // namespace |
| |
| CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor) |
| : CommandBufferBase(encoder, descriptor), mCommands(encoder->AcquireCommands()) { |
| } |
| |
| CommandBuffer::~CommandBuffer() { |
| FreeCommands(&mCommands); |
| } |
| |
| void CommandBuffer::Execute() { |
| const OpenGLFunctions& gl = ToBackend(GetDevice())->gl; |
| |
| auto TransitionForPass = [](const PassResourceUsage& usages) { |
| for (size_t i = 0; i < usages.textures.size(); i++) { |
| Texture* texture = ToBackend(usages.textures[i]); |
| // Clear textures that are not output attachments. Output attachments will be |
| // cleared in BeginRenderPass by setting the loadop to clear when the |
| // texture subresource has not been initialized before the render pass. |
| if (!(usages.textureUsages[i].usage & wgpu::TextureUsage::OutputAttachment)) { |
| texture->EnsureSubresourceContentInitialized(texture->GetAllSubresources()); |
| } |
| } |
| }; |
| |
| const std::vector<PassResourceUsage>& passResourceUsages = GetResourceUsages().perPass; |
| uint32_t nextPassNumber = 0; |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::BeginComputePass: { |
| mCommands.NextCommand<BeginComputePassCmd>(); |
| TransitionForPass(passResourceUsages[nextPassNumber]); |
| ExecuteComputePass(); |
| |
| nextPassNumber++; |
| break; |
| } |
| |
| case Command::BeginRenderPass: { |
| auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>(); |
| TransitionForPass(passResourceUsages[nextPassNumber]); |
| |
| LazyClearRenderPassAttachments(cmd); |
| ExecuteRenderPass(cmd); |
| |
| nextPassNumber++; |
| break; |
| } |
| |
| case Command::CopyBufferToBuffer: { |
| CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>(); |
| |
| gl.BindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(copy->source)->GetHandle()); |
| gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, |
| ToBackend(copy->destination)->GetHandle()); |
| gl.CopyBufferSubData(GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, |
| copy->sourceOffset, copy->destinationOffset, copy->size); |
| |
| gl.BindBuffer(GL_PIXEL_PACK_BUFFER, 0); |
| gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| break; |
| } |
| |
| case Command::CopyBufferToTexture: { |
| CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>(); |
| auto& src = copy->source; |
| auto& dst = copy->destination; |
| auto& copySize = copy->copySize; |
| Buffer* buffer = ToBackend(src.buffer.Get()); |
| Texture* texture = ToBackend(dst.texture.Get()); |
| GLenum target = texture->GetGLTarget(); |
| const GLFormat& format = texture->GetGLFormat(); |
| |
| ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); |
| ASSERT(copy->copySize.depth == 1); |
| SubresourceRange subresource = |
| SubresourceRange::SingleSubresource(dst.mipLevel, dst.arrayLayer); |
| if (IsCompleteSubresourceCopiedTo(texture, copySize, dst.mipLevel)) { |
| texture->SetIsSubresourceContentInitialized(true, subresource); |
| } else { |
| texture->EnsureSubresourceContentInitialized(subresource); |
| } |
| |
| gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->GetHandle()); |
| gl.ActiveTexture(GL_TEXTURE0); |
| gl.BindTexture(target, texture->GetHandle()); |
| |
| const Format& formatInfo = texture->GetFormat(); |
| gl.PixelStorei( |
| GL_UNPACK_ROW_LENGTH, |
| src.bytesPerRow / formatInfo.blockByteSize * formatInfo.blockWidth); |
| gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, src.rowsPerImage); |
| |
| if (formatInfo.isCompressed) { |
| gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_SIZE, formatInfo.blockByteSize); |
| gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_WIDTH, formatInfo.blockWidth); |
| gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_HEIGHT, formatInfo.blockHeight); |
| gl.PixelStorei(GL_UNPACK_COMPRESSED_BLOCK_DEPTH, 1); |
| |
| ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); |
| uint64_t copyDataSize = (copySize.width / formatInfo.blockWidth) * |
| (copySize.height / formatInfo.blockHeight) * |
| formatInfo.blockByteSize; |
| Extent3D copyExtent = ComputeTextureCopyExtent(dst, copySize); |
| |
| if (texture->GetArrayLayers() > 1) { |
| gl.CompressedTexSubImage3D( |
| target, dst.mipLevel, dst.origin.x, dst.origin.y, dst.arrayLayer, |
| copyExtent.width, copyExtent.height, 1, format.internalFormat, |
| copyDataSize, |
| reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset))); |
| } else { |
| gl.CompressedTexSubImage2D( |
| target, dst.mipLevel, dst.origin.x, dst.origin.y, copyExtent.width, |
| copyExtent.height, format.internalFormat, copyDataSize, |
| reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset))); |
| } |
| } else { |
| switch (texture->GetDimension()) { |
| case wgpu::TextureDimension::e2D: |
| if (texture->GetArrayLayers() > 1) { |
| gl.TexSubImage3D(target, dst.mipLevel, dst.origin.x, |
| dst.origin.y, dst.arrayLayer, copySize.width, |
| copySize.height, 1, format.format, format.type, |
| reinterpret_cast<void*>( |
| static_cast<uintptr_t>(src.offset))); |
| } else { |
| gl.TexSubImage2D(target, dst.mipLevel, dst.origin.x, |
| dst.origin.y, copySize.width, copySize.height, |
| format.format, format.type, |
| reinterpret_cast<void*>( |
| static_cast<uintptr_t>(src.offset))); |
| } |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); |
| |
| gl.BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| break; |
| } |
| |
| case Command::CopyTextureToBuffer: { |
| CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>(); |
| auto& src = copy->source; |
| auto& dst = copy->destination; |
| auto& copySize = copy->copySize; |
| Texture* texture = ToBackend(src.texture.Get()); |
| Buffer* buffer = ToBackend(dst.buffer.Get()); |
| const Format& format = texture->GetFormat(); |
| const GLFormat& glFormat = texture->GetGLFormat(); |
| GLenum target = texture->GetGLTarget(); |
| |
| // TODO(jiawei.shao@intel.com): support texture-to-buffer copy with compressed |
| // texture formats. |
| if (format.isCompressed) { |
| UNREACHABLE(); |
| } |
| |
| ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); |
| ASSERT(copy->copySize.depth == 1); |
| texture->EnsureSubresourceContentInitialized( |
| SubresourceRange::SingleSubresource(src.mipLevel, src.arrayLayer)); |
| // The only way to move data from a texture to a buffer in GL is via |
| // glReadPixels with a pack buffer. Create a temporary FBO for the copy. |
| gl.BindTexture(target, texture->GetHandle()); |
| |
| GLuint readFBO = 0; |
| gl.GenFramebuffers(1, &readFBO); |
| gl.BindFramebuffer(GL_READ_FRAMEBUFFER, readFBO); |
| |
| GLenum glAttachment = 0; |
| switch (format.aspect) { |
| case Format::Aspect::Color: |
| glAttachment = GL_COLOR_ATTACHMENT0; |
| break; |
| case Format::Aspect::Depth: |
| glAttachment = GL_DEPTH_ATTACHMENT; |
| break; |
| case Format::Aspect::Stencil: |
| glAttachment = GL_STENCIL_ATTACHMENT; |
| break; |
| case Format::Aspect::DepthStencil: |
| glAttachment = GL_DEPTH_STENCIL_ATTACHMENT; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| switch (texture->GetDimension()) { |
| case wgpu::TextureDimension::e2D: |
| if (texture->GetArrayLayers() > 1) { |
| gl.FramebufferTextureLayer(GL_READ_FRAMEBUFFER, glAttachment, |
| texture->GetHandle(), src.mipLevel, |
| src.arrayLayer); |
| } else { |
| gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, target, |
| texture->GetHandle(), src.mipLevel); |
| } |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| |
| gl.BindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle()); |
| gl.PixelStorei(GL_PACK_ROW_LENGTH, dst.bytesPerRow / format.blockByteSize); |
| gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, dst.rowsPerImage); |
| ASSERT(copySize.depth == 1 && src.origin.z == 0); |
| void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset)); |
| gl.ReadPixels(src.origin.x, src.origin.y, copySize.width, copySize.height, |
| glFormat.format, glFormat.type, offset); |
| gl.PixelStorei(GL_PACK_ROW_LENGTH, 0); |
| gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, 0); |
| |
| gl.BindBuffer(GL_PIXEL_PACK_BUFFER, 0); |
| gl.DeleteFramebuffers(1, &readFBO); |
| break; |
| } |
| |
| case Command::CopyTextureToTexture: { |
| CopyTextureToTextureCmd* copy = |
| mCommands.NextCommand<CopyTextureToTextureCmd>(); |
| auto& src = copy->source; |
| auto& dst = copy->destination; |
| |
| // TODO(jiawei.shao@intel.com): add workaround for the case that imageExtentSrc |
| // is not equal to imageExtentDst. For example when copySize fits in the virtual |
| // size of the source image but does not fit in the one of the destination |
| // image. |
| Extent3D copySize = ComputeTextureCopyExtent(dst, copy->copySize); |
| Texture* srcTexture = ToBackend(src.texture.Get()); |
| Texture* dstTexture = ToBackend(dst.texture.Get()); |
| SubresourceRange srcRange = {src.mipLevel, 1, src.arrayLayer, |
| copy->copySize.depth}; |
| SubresourceRange dstRange = {dst.mipLevel, 1, dst.arrayLayer, |
| copy->copySize.depth}; |
| |
| srcTexture->EnsureSubresourceContentInitialized(srcRange); |
| if (IsCompleteSubresourceCopiedTo(dstTexture, copySize, dst.mipLevel)) { |
| dstTexture->SetIsSubresourceContentInitialized(true, dstRange); |
| } else { |
| dstTexture->EnsureSubresourceContentInitialized(dstRange); |
| } |
| gl.CopyImageSubData(srcTexture->GetHandle(), srcTexture->GetGLTarget(), |
| src.mipLevel, src.origin.x, src.origin.y, src.arrayLayer, |
| dstTexture->GetHandle(), dstTexture->GetGLTarget(), |
| dst.mipLevel, dst.origin.x, dst.origin.y, dst.arrayLayer, |
| copySize.width, copySize.height, copy->copySize.depth); |
| break; |
| } |
| |
| default: { |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| } |
| |
| void CommandBuffer::ExecuteComputePass() { |
| const OpenGLFunctions& gl = ToBackend(GetDevice())->gl; |
| ComputePipeline* lastPipeline = nullptr; |
| BindGroupTracker bindGroupTracker = {}; |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::EndComputePass: { |
| mCommands.NextCommand<EndComputePassCmd>(); |
| return; |
| } |
| |
| case Command::Dispatch: { |
| DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>(); |
| bindGroupTracker.Apply(gl); |
| |
| gl.DispatchCompute(dispatch->x, dispatch->y, dispatch->z); |
| // TODO(cwallez@chromium.org): add barriers to the API |
| gl.MemoryBarrier(GL_ALL_BARRIER_BITS); |
| break; |
| } |
| |
| case Command::DispatchIndirect: { |
| DispatchIndirectCmd* dispatch = mCommands.NextCommand<DispatchIndirectCmd>(); |
| bindGroupTracker.Apply(gl); |
| |
| uint64_t indirectBufferOffset = dispatch->indirectOffset; |
| Buffer* indirectBuffer = ToBackend(dispatch->indirectBuffer.Get()); |
| |
| gl.BindBuffer(GL_DISPATCH_INDIRECT_BUFFER, indirectBuffer->GetHandle()); |
| gl.DispatchComputeIndirect(static_cast<GLintptr>(indirectBufferOffset)); |
| // TODO(cwallez@chromium.org): add barriers to the API |
| gl.MemoryBarrier(GL_ALL_BARRIER_BITS); |
| break; |
| } |
| |
| case Command::SetComputePipeline: { |
| SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>(); |
| lastPipeline = ToBackend(cmd->pipeline).Get(); |
| lastPipeline->ApplyNow(); |
| |
| bindGroupTracker.OnSetPipeline(lastPipeline); |
| break; |
| } |
| |
| case Command::SetBindGroup: { |
| SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>(); |
| uint32_t* dynamicOffsets = nullptr; |
| if (cmd->dynamicOffsetCount > 0) { |
| dynamicOffsets = mCommands.NextData<uint32_t>(cmd->dynamicOffsetCount); |
| } |
| bindGroupTracker.OnSetBindGroup(cmd->index, cmd->group.Get(), |
| cmd->dynamicOffsetCount, dynamicOffsets); |
| break; |
| } |
| |
| case Command::InsertDebugMarker: |
| case Command::PopDebugGroup: |
| case Command::PushDebugGroup: { |
| // Due to lack of linux driver support for GL_EXT_debug_marker |
| // extension these functions are skipped. |
| SkipCommand(&mCommands, type); |
| break; |
| } |
| |
| default: { |
| UNREACHABLE(); |
| break; |
| } |
| } |
| } |
| |
| // EndComputePass should have been called |
| UNREACHABLE(); |
| } |
| |
| void CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass) { |
| const OpenGLFunctions& gl = ToBackend(GetDevice())->gl; |
| GLuint fbo = 0; |
| |
| // Create the framebuffer used for this render pass and calls the correct glDrawBuffers |
| { |
| // TODO(kainino@chromium.org): This is added to possibly work around an issue seen on |
| // Windows/Intel. It should break any feedback loop before the clears, even if there |
| // shouldn't be any negative effects from this. Investigate whether it's actually |
| // needed. |
| gl.BindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
| // TODO(kainino@chromium.org): possible future optimization: create these framebuffers |
| // at Framebuffer build time (or maybe CommandBuffer build time) so they don't have to |
| // be created and destroyed at draw time. |
| gl.GenFramebuffers(1, &fbo); |
| gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); |
| |
| // Mapping from attachmentSlot to GL framebuffer attachment points. Defaults to zero |
| // (GL_NONE). |
| std::array<GLenum, kMaxColorAttachments> drawBuffers = {}; |
| |
| // Construct GL framebuffer |
| |
| unsigned int attachmentCount = 0; |
| for (uint32_t i : |
| IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { |
| TextureViewBase* textureView = renderPass->colorAttachments[i].view.Get(); |
| GLuint texture = ToBackend(textureView->GetTexture())->GetHandle(); |
| |
| // Attach color buffers. |
| if (textureView->GetTexture()->GetArrayLayers() == 1) { |
| GLenum target = ToBackend(textureView->GetTexture())->GetGLTarget(); |
| gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, target, |
| texture, textureView->GetBaseMipLevel()); |
| } else { |
| gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| texture, textureView->GetBaseMipLevel(), |
| textureView->GetBaseArrayLayer()); |
| } |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; |
| attachmentCount = i + 1; |
| } |
| gl.DrawBuffers(attachmentCount, drawBuffers.data()); |
| |
| if (renderPass->attachmentState->HasDepthStencilAttachment()) { |
| TextureViewBase* textureView = renderPass->depthStencilAttachment.view.Get(); |
| GLuint texture = ToBackend(textureView->GetTexture())->GetHandle(); |
| const Format& format = textureView->GetTexture()->GetFormat(); |
| |
| // Attach depth/stencil buffer. |
| GLenum glAttachment = 0; |
| // TODO(kainino@chromium.org): it may be valid to just always use |
| // GL_DEPTH_STENCIL_ATTACHMENT here. |
| switch (format.aspect) { |
| case Format::Aspect::Depth: |
| glAttachment = GL_DEPTH_ATTACHMENT; |
| break; |
| case Format::Aspect::Stencil: |
| glAttachment = GL_STENCIL_ATTACHMENT; |
| break; |
| case Format::Aspect::DepthStencil: |
| glAttachment = GL_DEPTH_STENCIL_ATTACHMENT; |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| if (textureView->GetTexture()->GetArrayLayers() == 1) { |
| GLenum target = ToBackend(textureView->GetTexture())->GetGLTarget(); |
| gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, target, texture, |
| textureView->GetBaseMipLevel()); |
| } else { |
| gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, glAttachment, texture, |
| textureView->GetBaseMipLevel(), |
| textureView->GetBaseArrayLayer()); |
| } |
| } |
| } |
| |
| ASSERT(gl.CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); |
| |
| // Set defaults for dynamic state before executing clears and commands. |
| PersistentPipelineState persistentPipelineState; |
| persistentPipelineState.SetDefaultState(gl); |
| gl.BlendColor(0, 0, 0, 0); |
| gl.Viewport(0, 0, renderPass->width, renderPass->height); |
| gl.DepthRangef(0.0, 1.0); |
| gl.Scissor(0, 0, renderPass->width, renderPass->height); |
| |
| // Clear framebuffer attachments as needed |
| { |
| for (uint32_t i : |
| IterateBitSet(renderPass->attachmentState->GetColorAttachmentsMask())) { |
| auto* attachmentInfo = &renderPass->colorAttachments[i]; |
| |
| // Load op - color |
| // TODO(cwallez@chromium.org): Choose the clear function depending on the |
| // componentType: things work for now because the clear color is always a float, but |
| // when that's fixed will lose precision on integer formats when converting to |
| // float. |
| if (attachmentInfo->loadOp == wgpu::LoadOp::Clear) { |
| gl.ColorMaski(i, true, true, true, true); |
| gl.ClearBufferfv(GL_COLOR, i, &attachmentInfo->clearColor.r); |
| } |
| |
| if (attachmentInfo->storeOp == wgpu::StoreOp::Clear) { |
| // TODO(natlee@microsoft.com): call glDiscard to do optimization |
| } |
| } |
| |
| if (renderPass->attachmentState->HasDepthStencilAttachment()) { |
| auto* attachmentInfo = &renderPass->depthStencilAttachment; |
| const Format& attachmentFormat = attachmentInfo->view->GetTexture()->GetFormat(); |
| |
| // Load op - depth/stencil |
| bool doDepthClear = attachmentFormat.HasDepth() && |
| (attachmentInfo->depthLoadOp == wgpu::LoadOp::Clear); |
| bool doStencilClear = attachmentFormat.HasStencil() && |
| (attachmentInfo->stencilLoadOp == wgpu::LoadOp::Clear); |
| |
| if (doDepthClear) { |
| gl.DepthMask(GL_TRUE); |
| } |
| if (doStencilClear) { |
| gl.StencilMask(GetStencilMaskFromStencilFormat(attachmentFormat.format)); |
| } |
| |
| if (doDepthClear && doStencilClear) { |
| gl.ClearBufferfi(GL_DEPTH_STENCIL, 0, attachmentInfo->clearDepth, |
| attachmentInfo->clearStencil); |
| } else if (doDepthClear) { |
| gl.ClearBufferfv(GL_DEPTH, 0, &attachmentInfo->clearDepth); |
| } else if (doStencilClear) { |
| const GLint clearStencil = attachmentInfo->clearStencil; |
| gl.ClearBufferiv(GL_STENCIL, 0, &clearStencil); |
| } |
| } |
| } |
| |
| RenderPipeline* lastPipeline = nullptr; |
| uint64_t indexBufferBaseOffset = 0; |
| |
| VertexStateBufferBindingTracker vertexStateBufferBindingTracker; |
| BindGroupTracker bindGroupTracker = {}; |
| |
| auto DoRenderBundleCommand = [&](CommandIterator* iter, Command type) { |
| switch (type) { |
| case Command::Draw: { |
| DrawCmd* draw = iter->NextCommand<DrawCmd>(); |
| vertexStateBufferBindingTracker.Apply(gl); |
| bindGroupTracker.Apply(gl); |
| |
| if (draw->firstInstance > 0) { |
| gl.DrawArraysInstancedBaseInstance( |
| lastPipeline->GetGLPrimitiveTopology(), draw->firstVertex, |
| draw->vertexCount, draw->instanceCount, draw->firstInstance); |
| } else { |
| // This branch is only needed on OpenGL < 4.2 |
| gl.DrawArraysInstanced(lastPipeline->GetGLPrimitiveTopology(), |
| draw->firstVertex, draw->vertexCount, |
| draw->instanceCount); |
| } |
| break; |
| } |
| |
| case Command::DrawIndexed: { |
| DrawIndexedCmd* draw = iter->NextCommand<DrawIndexedCmd>(); |
| vertexStateBufferBindingTracker.Apply(gl); |
| bindGroupTracker.Apply(gl); |
| |
| wgpu::IndexFormat indexFormat = |
| lastPipeline->GetVertexStateDescriptor()->indexFormat; |
| size_t formatSize = IndexFormatSize(indexFormat); |
| GLenum formatType = IndexFormatType(indexFormat); |
| |
| if (draw->firstInstance > 0) { |
| gl.DrawElementsInstancedBaseVertexBaseInstance( |
| lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, formatType, |
| reinterpret_cast<void*>(draw->firstIndex * formatSize + |
| indexBufferBaseOffset), |
| draw->instanceCount, draw->baseVertex, draw->firstInstance); |
| } else { |
| // This branch is only needed on OpenGL < 4.2; ES < 3.2 |
| if (draw->baseVertex != 0) { |
| gl.DrawElementsInstancedBaseVertex( |
| lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, |
| formatType, |
| reinterpret_cast<void*>(draw->firstIndex * formatSize + |
| indexBufferBaseOffset), |
| draw->instanceCount, draw->baseVertex); |
| } else { |
| // This branch is only needed on OpenGL < 3.2; ES < 3.2 |
| gl.DrawElementsInstanced( |
| lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, |
| formatType, |
| reinterpret_cast<void*>(draw->firstIndex * formatSize + |
| indexBufferBaseOffset), |
| draw->instanceCount); |
| } |
| } |
| break; |
| } |
| |
| case Command::DrawIndirect: { |
| DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>(); |
| vertexStateBufferBindingTracker.Apply(gl); |
| bindGroupTracker.Apply(gl); |
| |
| uint64_t indirectBufferOffset = draw->indirectOffset; |
| Buffer* indirectBuffer = ToBackend(draw->indirectBuffer.Get()); |
| |
| gl.BindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuffer->GetHandle()); |
| gl.DrawArraysIndirect( |
| lastPipeline->GetGLPrimitiveTopology(), |
| reinterpret_cast<void*>(static_cast<intptr_t>(indirectBufferOffset))); |
| break; |
| } |
| |
| case Command::DrawIndexedIndirect: { |
| DrawIndexedIndirectCmd* draw = iter->NextCommand<DrawIndexedIndirectCmd>(); |
| vertexStateBufferBindingTracker.Apply(gl); |
| bindGroupTracker.Apply(gl); |
| |
| wgpu::IndexFormat indexFormat = |
| lastPipeline->GetVertexStateDescriptor()->indexFormat; |
| GLenum formatType = IndexFormatType(indexFormat); |
| |
| uint64_t indirectBufferOffset = draw->indirectOffset; |
| Buffer* indirectBuffer = ToBackend(draw->indirectBuffer.Get()); |
| |
| gl.BindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuffer->GetHandle()); |
| gl.DrawElementsIndirect( |
| lastPipeline->GetGLPrimitiveTopology(), formatType, |
| reinterpret_cast<void*>(static_cast<intptr_t>(indirectBufferOffset))); |
| break; |
| } |
| |
| case Command::InsertDebugMarker: |
| case Command::PopDebugGroup: |
| case Command::PushDebugGroup: { |
| // Due to lack of linux driver support for GL_EXT_debug_marker |
| // extension these functions are skipped. |
| SkipCommand(iter, type); |
| break; |
| } |
| |
| case Command::SetRenderPipeline: { |
| SetRenderPipelineCmd* cmd = iter->NextCommand<SetRenderPipelineCmd>(); |
| lastPipeline = ToBackend(cmd->pipeline).Get(); |
| lastPipeline->ApplyNow(persistentPipelineState); |
| |
| vertexStateBufferBindingTracker.OnSetPipeline(lastPipeline); |
| bindGroupTracker.OnSetPipeline(lastPipeline); |
| break; |
| } |
| |
| case Command::SetBindGroup: { |
| SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>(); |
| uint32_t* dynamicOffsets = nullptr; |
| if (cmd->dynamicOffsetCount > 0) { |
| dynamicOffsets = iter->NextData<uint32_t>(cmd->dynamicOffsetCount); |
| } |
| bindGroupTracker.OnSetBindGroup(cmd->index, cmd->group.Get(), |
| cmd->dynamicOffsetCount, dynamicOffsets); |
| break; |
| } |
| |
| case Command::SetIndexBuffer: { |
| SetIndexBufferCmd* cmd = iter->NextCommand<SetIndexBufferCmd>(); |
| indexBufferBaseOffset = cmd->offset; |
| vertexStateBufferBindingTracker.OnSetIndexBuffer(cmd->buffer.Get()); |
| break; |
| } |
| |
| case Command::SetVertexBuffer: { |
| SetVertexBufferCmd* cmd = iter->NextCommand<SetVertexBufferCmd>(); |
| vertexStateBufferBindingTracker.OnSetVertexBuffer(cmd->slot, cmd->buffer.Get(), |
| cmd->offset); |
| break; |
| } |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| }; |
| |
| Command type; |
| while (mCommands.NextCommandId(&type)) { |
| switch (type) { |
| case Command::EndRenderPass: { |
| mCommands.NextCommand<EndRenderPassCmd>(); |
| |
| if (renderPass->attachmentState->GetSampleCount() > 1) { |
| ResolveMultisampledRenderTargets(gl, renderPass); |
| } |
| gl.DeleteFramebuffers(1, &fbo); |
| return; |
| } |
| |
| case Command::SetStencilReference: { |
| SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>(); |
| persistentPipelineState.SetStencilReference(gl, cmd->reference); |
| break; |
| } |
| |
| case Command::SetViewport: { |
| SetViewportCmd* cmd = mCommands.NextCommand<SetViewportCmd>(); |
| gl.ViewportIndexedf(0, cmd->x, cmd->y, cmd->width, cmd->height); |
| gl.DepthRangef(cmd->minDepth, cmd->maxDepth); |
| break; |
| } |
| |
| case Command::SetScissorRect: { |
| SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>(); |
| gl.Scissor(cmd->x, cmd->y, cmd->width, cmd->height); |
| break; |
| } |
| |
| case Command::SetBlendColor: { |
| SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>(); |
| gl.BlendColor(cmd->color.r, cmd->color.g, cmd->color.b, cmd->color.a); |
| break; |
| } |
| |
| case Command::ExecuteBundles: { |
| ExecuteBundlesCmd* cmd = mCommands.NextCommand<ExecuteBundlesCmd>(); |
| auto bundles = mCommands.NextData<Ref<RenderBundleBase>>(cmd->count); |
| |
| for (uint32_t i = 0; i < cmd->count; ++i) { |
| CommandIterator* iter = bundles[i]->GetCommands(); |
| iter->Reset(); |
| while (iter->NextCommandId(&type)) { |
| DoRenderBundleCommand(iter, type); |
| } |
| } |
| break; |
| } |
| |
| default: { |
| DoRenderBundleCommand(&mCommands, type); |
| break; |
| } |
| } |
| } |
| |
| // EndRenderPass should have been called |
| UNREACHABLE(); |
| } |
| |
| }} // namespace dawn_native::opengl |