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// Copyright 2017 The NXT 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 "backend/RenderPipeline.h"
#include "backend/BlendState.h"
#include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/InputState.h"
#include "backend/RenderPass.h"
#include "common/BitSetIterator.h"
namespace backend {
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(RenderPipelineBuilder* builder)
: PipelineBase(builder),
mDepthStencilState(std::move(builder->mDepthStencilState)),
mIndexFormat(builder->mIndexFormat),
mInputState(std::move(builder->mInputState)),
mPrimitiveTopology(builder->mPrimitiveTopology),
mBlendStates(builder->mBlendStates),
mRenderPass(std::move(builder->mRenderPass)),
mSubpass(builder->mSubpass) {
if (GetStageMask() != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment)) {
builder->HandleError("Render pipeline should have exactly a vertex and fragment stage");
return;
}
// TODO(kainino@chromium.org): Need to verify the pipeline against its render subpass.
if ((builder->GetStageInfo(nxt::ShaderStage::Vertex).module->GetUsedVertexAttributes() &
~mInputState->GetAttributesSetMask())
.any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
}
BlendStateBase* RenderPipelineBase::GetBlendState(uint32_t attachmentSlot) {
ASSERT(attachmentSlot < mBlendStates.size());
return mBlendStates[attachmentSlot].Get();
}
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return mDepthStencilState.Get();
}
nxt::IndexFormat RenderPipelineBase::GetIndexFormat() const {
return mIndexFormat;
}
InputStateBase* RenderPipelineBase::GetInputState() {
return mInputState.Get();
}
nxt::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
return mPrimitiveTopology;
}
RenderPassBase* RenderPipelineBase::GetRenderPass() {
return mRenderPass.Get();
}
uint32_t RenderPipelineBase::GetSubPass() {
return mSubpass;
}
// RenderPipelineBuilder
RenderPipelineBuilder::RenderPipelineBuilder(DeviceBase* device)
: Builder(device), PipelineBuilder(this) {
}
RenderPipelineBase* RenderPipelineBuilder::GetResultImpl() {
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in
// the device
if (!mInputState) {
mInputState = mDevice->CreateInputStateBuilder()->GetResult();
}
if (!mDepthStencilState) {
mDepthStencilState = mDevice->CreateDepthStencilStateBuilder()->GetResult();
}
if (!mRenderPass) {
HandleError("Pipeline render pass not set");
return nullptr;
}
const auto& subpassInfo = mRenderPass->GetSubpassInfo(mSubpass);
if ((mBlendStatesSet | subpassInfo.colorAttachmentsSet) !=
subpassInfo.colorAttachmentsSet) {
HandleError("Blend state set on unset color attachment");
return nullptr;
}
// Assign all color attachments without a blend state the default state
// TODO(enga@google.com): Put the default objects in the device
for (uint32_t attachmentSlot :
IterateBitSet(subpassInfo.colorAttachmentsSet & ~mBlendStatesSet)) {
mBlendStates[attachmentSlot] = mDevice->CreateBlendStateBuilder()->GetResult();
}
return mDevice->CreateRenderPipeline(this);
}
void RenderPipelineBuilder::SetColorAttachmentBlendState(uint32_t attachmentSlot,
BlendStateBase* blendState) {
if (attachmentSlot > mBlendStates.size()) {
HandleError("Attachment index out of bounds");
return;
}
if (mBlendStatesSet[attachmentSlot]) {
HandleError("Attachment blend state already set");
return;
}
mBlendStatesSet.set(attachmentSlot);
mBlendStates[attachmentSlot] = blendState;
}
void RenderPipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
mDepthStencilState = depthStencilState;
}
void RenderPipelineBuilder::SetIndexFormat(nxt::IndexFormat format) {
mIndexFormat = format;
}
void RenderPipelineBuilder::SetInputState(InputStateBase* inputState) {
mInputState = inputState;
}
void RenderPipelineBuilder::SetPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
mPrimitiveTopology = primitiveTopology;
}
void RenderPipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
mRenderPass = renderPass;
mSubpass = subpass;
}
} // namespace backend