blob: c385215c648b157e52ccff224b5b8291bf181909 [file] [log] [blame]
// 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 "utils/WGPUHelpers.h"
#include "common/Constants.h"
#include "common/Log.h"
#include "spirv-tools/optimizer.hpp"
#include <cstring>
#include <iomanip>
#include <limits>
#include <mutex>
#include <sstream>
namespace utils {
wgpu::ShaderModule CreateShaderModuleFromASM(const wgpu::Device& device, const char* source) {
// Use SPIRV-Tools's C API to assemble the SPIR-V assembly text to binary. Because the types
// aren't RAII, we don't return directly on success and instead always go through the code
// path that destroys the SPIRV-Tools objects.
wgpu::ShaderModule result = nullptr;
spv_context context = spvContextCreate(SPV_ENV_UNIVERSAL_1_3);
ASSERT(context != nullptr);
spv_binary spirv = nullptr;
spv_diagnostic diagnostic = nullptr;
if (spvTextToBinary(context, source, strlen(source), &spirv, &diagnostic) == SPV_SUCCESS) {
ASSERT(spirv != nullptr);
ASSERT(spirv->wordCount <= std::numeric_limits<uint32_t>::max());
wgpu::ShaderModuleSPIRVDescriptor spirvDesc;
spirvDesc.codeSize = static_cast<uint32_t>(spirv->wordCount);
spirvDesc.code = spirv->code;
wgpu::ShaderModuleDescriptor descriptor;
descriptor.nextInChain = &spirvDesc;
result = device.CreateShaderModule(&descriptor);
} else {
ASSERT(diagnostic != nullptr);
dawn::WarningLog() << "CreateShaderModuleFromASM SPIRV assembly error:"
<< diagnostic->position.line + 1 << ":"
<< diagnostic->position.column + 1 << ": " << diagnostic->error;
}
spvDiagnosticDestroy(diagnostic);
spvBinaryDestroy(spirv);
spvContextDestroy(context);
return result;
}
wgpu::ShaderModule CreateShaderModule(const wgpu::Device& device, const char* source) {
wgpu::ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.source = source;
wgpu::ShaderModuleDescriptor descriptor;
descriptor.nextInChain = &wgslDesc;
return device.CreateShaderModule(&descriptor);
}
wgpu::Buffer CreateBufferFromData(const wgpu::Device& device,
const void* data,
uint64_t size,
wgpu::BufferUsage usage) {
wgpu::BufferDescriptor descriptor;
descriptor.size = size;
descriptor.usage = usage | wgpu::BufferUsage::CopyDst;
wgpu::Buffer buffer = device.CreateBuffer(&descriptor);
device.GetQueue().WriteBuffer(buffer, 0, data, size);
return buffer;
}
ComboRenderPassDescriptor::ComboRenderPassDescriptor(
std::initializer_list<wgpu::TextureView> colorAttachmentInfo,
wgpu::TextureView depthStencil) {
for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
cColorAttachments[i].loadOp = wgpu::LoadOp::Clear;
cColorAttachments[i].storeOp = wgpu::StoreOp::Store;
cColorAttachments[i].clearColor = {0.0f, 0.0f, 0.0f, 0.0f};
}
cDepthStencilAttachmentInfo.clearDepth = 1.0f;
cDepthStencilAttachmentInfo.clearStencil = 0;
cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
colorAttachmentCount = static_cast<uint32_t>(colorAttachmentInfo.size());
uint32_t colorAttachmentIndex = 0;
for (const wgpu::TextureView& colorAttachment : colorAttachmentInfo) {
if (colorAttachment.Get() != nullptr) {
cColorAttachments[colorAttachmentIndex].view = colorAttachment;
}
++colorAttachmentIndex;
}
colorAttachments = cColorAttachments.data();
if (depthStencil.Get() != nullptr) {
cDepthStencilAttachmentInfo.view = depthStencil;
depthStencilAttachment = &cDepthStencilAttachmentInfo;
} else {
depthStencilAttachment = nullptr;
}
}
ComboRenderPassDescriptor::ComboRenderPassDescriptor(const ComboRenderPassDescriptor& other) {
*this = other;
}
const ComboRenderPassDescriptor& ComboRenderPassDescriptor::operator=(
const ComboRenderPassDescriptor& otherRenderPass) {
cDepthStencilAttachmentInfo = otherRenderPass.cDepthStencilAttachmentInfo;
cColorAttachments = otherRenderPass.cColorAttachments;
colorAttachmentCount = otherRenderPass.colorAttachmentCount;
colorAttachments = cColorAttachments.data();
if (otherRenderPass.depthStencilAttachment != nullptr) {
// Assign desc.depthStencilAttachment to this->depthStencilAttachmentInfo;
depthStencilAttachment = &cDepthStencilAttachmentInfo;
} else {
depthStencilAttachment = nullptr;
}
return *this;
}
BasicRenderPass::BasicRenderPass()
: width(0),
height(0),
color(nullptr),
colorFormat(wgpu::TextureFormat::RGBA8Unorm),
renderPassInfo({}) {
}
BasicRenderPass::BasicRenderPass(uint32_t texWidth,
uint32_t texHeight,
wgpu::Texture colorAttachment,
wgpu::TextureFormat textureFormat)
: width(texWidth),
height(texHeight),
color(colorAttachment),
colorFormat(textureFormat),
renderPassInfo({colorAttachment.CreateView()}) {
}
BasicRenderPass CreateBasicRenderPass(const wgpu::Device& device,
uint32_t width,
uint32_t height,
wgpu::TextureFormat format) {
DAWN_ASSERT(width > 0 && height > 0);
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = width;
descriptor.size.height = height;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = format;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture color = device.CreateTexture(&descriptor);
return BasicRenderPass(width, height, color);
}
wgpu::ImageCopyBuffer CreateImageCopyBuffer(wgpu::Buffer buffer,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
wgpu::ImageCopyBuffer imageCopyBuffer = {};
imageCopyBuffer.buffer = buffer;
imageCopyBuffer.layout = CreateTextureDataLayout(offset, bytesPerRow, rowsPerImage);
return imageCopyBuffer;
}
wgpu::ImageCopyTexture CreateImageCopyTexture(wgpu::Texture texture,
uint32_t mipLevel,
wgpu::Origin3D origin,
wgpu::TextureAspect aspect) {
wgpu::ImageCopyTexture imageCopyTexture;
imageCopyTexture.texture = texture;
imageCopyTexture.mipLevel = mipLevel;
imageCopyTexture.origin = origin;
imageCopyTexture.aspect = aspect;
return imageCopyTexture;
}
wgpu::TextureDataLayout CreateTextureDataLayout(uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage) {
wgpu::TextureDataLayout textureDataLayout;
textureDataLayout.offset = offset;
textureDataLayout.bytesPerRow = bytesPerRow;
textureDataLayout.rowsPerImage = rowsPerImage;
return textureDataLayout;
}
wgpu::PipelineLayout MakeBasicPipelineLayout(const wgpu::Device& device,
const wgpu::BindGroupLayout* bindGroupLayout) {
wgpu::PipelineLayoutDescriptor descriptor;
if (bindGroupLayout != nullptr) {
descriptor.bindGroupLayoutCount = 1;
descriptor.bindGroupLayouts = bindGroupLayout;
} else {
descriptor.bindGroupLayoutCount = 0;
descriptor.bindGroupLayouts = nullptr;
}
return device.CreatePipelineLayout(&descriptor);
}
wgpu::PipelineLayout MakePipelineLayout(const wgpu::Device& device,
std::vector<wgpu::BindGroupLayout> bgls) {
wgpu::PipelineLayoutDescriptor descriptor;
descriptor.bindGroupLayoutCount = uint32_t(bgls.size());
descriptor.bindGroupLayouts = bgls.data();
return device.CreatePipelineLayout(&descriptor);
}
wgpu::BindGroupLayout MakeBindGroupLayout(
const wgpu::Device& device,
std::initializer_list<BindingLayoutEntryInitializationHelper> entriesInitializer) {
std::vector<wgpu::BindGroupLayoutEntry> entries;
for (const BindingLayoutEntryInitializationHelper& entry : entriesInitializer) {
entries.push_back(entry);
}
wgpu::BindGroupLayoutDescriptor descriptor;
descriptor.entryCount = static_cast<uint32_t>(entries.size());
descriptor.entries = entries.data();
return device.CreateBindGroupLayout(&descriptor);
}
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::BufferBindingType bufferType,
bool bufferHasDynamicOffset,
uint64_t bufferMinBindingSize) {
binding = entryBinding;
visibility = entryVisibility;
buffer.type = bufferType;
buffer.hasDynamicOffset = bufferHasDynamicOffset;
buffer.minBindingSize = bufferMinBindingSize;
}
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::SamplerBindingType samplerType) {
binding = entryBinding;
visibility = entryVisibility;
sampler.type = samplerType;
}
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::TextureSampleType textureSampleType,
wgpu::TextureViewDimension textureViewDimension,
bool textureMultisampled) {
binding = entryBinding;
visibility = entryVisibility;
texture.sampleType = textureSampleType;
texture.viewDimension = textureViewDimension;
texture.multisampled = textureMultisampled;
}
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::StorageTextureAccess storageTextureAccess,
wgpu::TextureFormat format,
wgpu::TextureViewDimension textureViewDimension) {
binding = entryBinding;
visibility = entryVisibility;
storageTexture.access = storageTextureAccess;
storageTexture.format = format;
storageTexture.viewDimension = textureViewDimension;
}
// ExternalTextureBindingLayout never contains data, so just make one that can be reused instead
// of declaring a new one every time it's needed.
wgpu::ExternalTextureBindingLayout kExternalTextureBindingLayout = {};
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::ExternalTextureBindingLayout* bindingLayout) {
binding = entryBinding;
visibility = entryVisibility;
nextInChain = bindingLayout;
}
BindingLayoutEntryInitializationHelper::BindingLayoutEntryInitializationHelper(
const wgpu::BindGroupLayoutEntry& entry)
: wgpu::BindGroupLayoutEntry(entry) {
}
BindingInitializationHelper::BindingInitializationHelper(uint32_t binding,
const wgpu::Sampler& sampler)
: binding(binding), sampler(sampler) {
}
BindingInitializationHelper::BindingInitializationHelper(uint32_t binding,
const wgpu::TextureView& textureView)
: binding(binding), textureView(textureView) {
}
BindingInitializationHelper::BindingInitializationHelper(
uint32_t binding,
const wgpu::ExternalTexture& externalTexture)
: binding(binding) {
externalTextureBindingEntry.externalTexture = externalTexture;
}
BindingInitializationHelper::BindingInitializationHelper(uint32_t binding,
const wgpu::Buffer& buffer,
uint64_t offset,
uint64_t size)
: binding(binding), buffer(buffer), offset(offset), size(size) {
}
wgpu::BindGroupEntry BindingInitializationHelper::GetAsBinding() const {
wgpu::BindGroupEntry result;
result.binding = binding;
result.sampler = sampler;
result.textureView = textureView;
result.buffer = buffer;
result.offset = offset;
result.size = size;
if (externalTextureBindingEntry.externalTexture != nullptr) {
result.nextInChain = &externalTextureBindingEntry;
}
return result;
}
wgpu::BindGroup MakeBindGroup(
const wgpu::Device& device,
const wgpu::BindGroupLayout& layout,
std::initializer_list<BindingInitializationHelper> entriesInitializer) {
std::vector<wgpu::BindGroupEntry> entries;
for (const BindingInitializationHelper& helper : entriesInitializer) {
entries.push_back(helper.GetAsBinding());
}
wgpu::BindGroupDescriptor descriptor;
descriptor.layout = layout;
descriptor.entryCount = entries.size();
descriptor.entries = entries.data();
return device.CreateBindGroup(&descriptor);
}
} // namespace utils