blob: 32eead8024474eaa1f9242ad01b5912abf1c9dc7 [file] [log] [blame]
// 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/opengl/CommandBufferGL.h"
#include "backend/Commands.h"
#include "backend/opengl/BufferGL.h"
#include "backend/opengl/ComputePipelineGL.h"
#include "backend/opengl/InputStateGL.h"
#include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h"
#include "backend/opengl/PipelineLayoutGL.h"
#include "backend/opengl/RenderPipelineGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/TextureGL.h"
#include <cstring>
namespace backend {
namespace opengl {
namespace {
GLenum IndexFormatType(nxt::IndexFormat format) {
switch (format) {
case nxt::IndexFormat::Uint16:
return GL_UNSIGNED_SHORT;
case nxt::IndexFormat::Uint32:
return GL_UNSIGNED_INT;
default:
UNREACHABLE();
}
}
GLenum VertexFormatType(nxt::VertexFormat format) {
switch (format) {
case nxt::VertexFormat::FloatR32G32B32A32:
case nxt::VertexFormat::FloatR32G32B32:
case nxt::VertexFormat::FloatR32G32:
case nxt::VertexFormat::FloatR32:
return GL_FLOAT;
default:
UNREACHABLE();
}
}
// Push constants are implemented using OpenGL uniforms, however they aren't part of the global
// OpenGL state but are part of the program state instead. This means that we have to reapply
// push constants on pipeline change.
//
// This structure tracks the current values of push constants as well as dirty bits for push constants
// that should be applied before the next draw or dispatch.
class PushConstantTracker {
public:
void OnBeginPass() {
for (auto stage : IterateStages(kAllStages)) {
mValues[stage].fill(0);
// No need to set dirty bits as a pipeline will be set before the next operation
// using push constants.
}
}
void OnSetPushConstants(nxt::ShaderStageBit stages, uint32_t count,
uint32_t offset, const uint32_t* data) {
for (auto stage : IterateStages(stages)) {
memcpy(&mValues[stage][offset], data, count * sizeof(uint32_t));
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxPushConstants <= 8 * sizeof(unsigned long long) - 1, "");
mDirtyBits[stage] |= ((1ull << count) - 1ull) << offset;
}
}
void OnSetPipeline(PipelineBase* pipeline) {
for (auto stage : IterateStages(kAllStages)) {
mDirtyBits[stage] = pipeline->GetPushConstants(stage).mask;
}
}
void Apply(PipelineBase* pipeline, PipelineGL* glPipeline) {
for (auto stage : IterateStages(kAllStages)) {
const auto& pushConstants = pipeline->GetPushConstants(stage);
const auto& glPushConstants = glPipeline->GetGLPushConstants(stage);
for (uint32_t constant : IterateBitSet(mDirtyBits[stage] & pushConstants.mask)) {
GLint location = glPushConstants[constant];
switch (pushConstants.types[constant]) {
case PushConstantType::Int:
glUniform1i(location, *reinterpret_cast<GLint*>(&mValues[stage][constant]));
break;
case PushConstantType::UInt:
glUniform1ui(location, *reinterpret_cast<GLuint*>(&mValues[stage][constant]));
break;
case PushConstantType::Float:
glUniform1f(location, *reinterpret_cast<GLfloat*>(&mValues[stage][constant]));
break;
}
}
mDirtyBits[stage].reset();
}
}
private:
PerStage<std::array<uint32_t, kMaxPushConstants>> mValues;
PerStage<std::bitset<kMaxPushConstants>> mDirtyBits;
};
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that corresponds to an
// InputState. On the contrary in NXT they are part of the global state. This means that we have to
// re-apply these buffers on an InputState change.
class InputBufferTracker {
public:
void OnBeginPass() {
// We don't know what happened between this pass and the last one, just reset the
// input state so everything gets reapplied.
mLastInputState = nullptr;
}
void OnSetIndexBuffer(BufferBase* buffer) {
mIndexBufferDirty = true;
mIndexBuffer = ToBackend(buffer);
}
void OnSetVertexBuffers(uint32_t startSlot, uint32_t count, Ref<BufferBase>* buffers, uint32_t* offsets) {
for (uint32_t i = 0; i < count; ++i) {
uint32_t slot = startSlot + i;
mVertexBuffers[slot] = ToBackend(buffers[i].Get());
mVertexBufferOffsets[slot] = offsets[i];
}
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxVertexInputs <= 8 * sizeof(unsigned long long) - 1, "");
mDirtyVertexBuffers |= ((1ull << count) - 1ull) << startSlot;
}
void OnSetPipeline(RenderPipelineBase* pipeline) {
InputStateBase* inputState = pipeline->GetInputState();
if (mLastInputState == inputState) {
return;
}
mIndexBufferDirty = true;
mDirtyVertexBuffers |= inputState->GetInputsSetMask();
mLastInputState = ToBackend(inputState);
}
void Apply() {
if (mIndexBufferDirty && mIndexBuffer != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->GetHandle());
mIndexBufferDirty = false;
}
for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) {
for (uint32_t location : IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) {
auto attribute = mLastInputState->GetAttribute(location);
GLuint buffer = mVertexBuffers[slot]->GetHandle();
uint32_t offset = mVertexBufferOffsets[slot];
auto input = mLastInputState->GetInput(slot);
auto components = VertexFormatNumComponents(attribute.format);
auto formatType = VertexFormatType(attribute.format);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
location, components, formatType, GL_FALSE,
input.stride,
reinterpret_cast<void*>(static_cast<intptr_t>(offset + attribute.offset)));
}
}
mDirtyVertexBuffers.reset();
}
private:
bool mIndexBufferDirty = false;
Buffer* mIndexBuffer = nullptr;
std::bitset<kMaxVertexInputs> mDirtyVertexBuffers;
std::array<Buffer*, kMaxVertexInputs> mVertexBuffers;
std::array<uint32_t, kMaxVertexInputs> mVertexBufferOffsets;
InputState* mLastInputState = nullptr;
};
}
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder), mCommands(builder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&mCommands);
}
void CommandBuffer::Execute() {
Command type;
PipelineBase* lastPipeline = nullptr;
PipelineGL* lastGLPipeline = nullptr;
RenderPipeline* lastRenderPipeline = nullptr;
uint32_t indexBufferOffset = 0;
PersistentPipelineState persistentPipelineState;
persistentPipelineState.SetDefaultState();
PushConstantTracker pushConstants;
InputBufferTracker inputBuffers;
RenderPass* currentRenderPass = nullptr;
Framebuffer* currentFramebuffer = nullptr;
uint32_t currentSubpass = 0;
GLuint currentFBO = 0;
while(mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
{
mCommands.NextCommand<BeginComputePassCmd>();
pushConstants.OnBeginPass();
}
break;
case Command::BeginRenderPass:
{
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(cmd->renderPass.Get());
currentFramebuffer = ToBackend(cmd->framebuffer.Get());
currentSubpass = 0;
}
break;
case Command::BeginRenderSubpass:
{
mCommands.NextCommand<BeginRenderSubpassCmd>();
pushConstants.OnBeginPass();
inputBuffers.OnBeginPass();
// 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.
glBindFramebuffer(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.
glGenFramebuffers(1, &currentFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
// 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 (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
uint32_t attachment = subpass.colorAttachments[location];
auto textureView = currentFramebuffer->GetTextureView(attachment);
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
// Attach color buffers.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + location,
GL_TEXTURE_2D, texture, 0);
drawBuffers[location] = GL_COLOR_ATTACHMENT0 + location;
attachmentCount = location + 1;
// TODO(kainino@chromium.org): the color clears (later in
// this function) may be undefined for other texture formats.
ASSERT(textureView->GetTexture()->GetFormat() == nxt::TextureFormat::R8G8B8A8Unorm);
}
glDrawBuffers(attachmentCount, drawBuffers.data());
if (subpass.depthStencilAttachmentSet) {
uint32_t attachmentSlot = subpass.depthStencilAttachment;
auto textureView = currentFramebuffer->GetTextureView(attachmentSlot);
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
nxt::TextureFormat 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.
if (TextureFormatHasDepth(format)) {
if (TextureFormatHasStencil(format)) {
glAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
} else {
glAttachment = GL_DEPTH_ATTACHMENT;
}
} else {
glAttachment = GL_STENCIL_ATTACHMENT;
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D, texture, 0);
// TODO(kainino@chromium.org): the depth/stencil clears (later in
// this function) may be undefined for other texture formats.
ASSERT(format == nxt::TextureFormat::D32FloatS8Uint);
}
// Clear framebuffer attachments as needed
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
uint32_t attachmentSlot = subpass.colorAttachments[location];
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - color
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
const auto& clear = currentFramebuffer->GetClearColor(location);
glClearBufferfv(GL_COLOR, location, clear.color);
}
}
}
if (subpass.depthStencilAttachmentSet) {
uint32_t attachmentSlot = subpass.depthStencilAttachment;
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
// Only perform load op on first use
if (attachmentInfo.firstSubpass == currentSubpass) {
// Load op - depth/stencil
const auto& clear = currentFramebuffer->GetClearDepthStencil(subpass.depthStencilAttachment);
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
if (doDepthClear && doStencilClear) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, clear.depth, clear.stencil);
} else if (doDepthClear) {
glClearBufferfv(GL_DEPTH, 0, &clear.depth);
} else if (doStencilClear) {
const GLint clearStencil = clear.stencil;
glClearBufferiv(GL_STENCIL, 0, &clearStencil);
}
}
}
glBlendColor(0, 0, 0, 0);
glViewport(0, 0, currentFramebuffer->GetWidth(), currentFramebuffer->GetHeight());
}
break;
case Command::CopyBufferToBuffer:
{
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
glBindBuffer(GL_PIXEL_PACK_BUFFER, ToBackend(src.buffer)->GetHandle());
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, ToBackend(dst.buffer)->GetHandle());
glCopyBufferSubData(GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, src.offset, dst.offset, copy->size);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
break;
case Command::CopyBufferToTexture:
{
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Buffer* buffer = ToBackend(src.buffer.Get());
Texture* texture = ToBackend(dst.texture.Get());
GLenum target = texture->GetGLTarget();
auto format = texture->GetGLFormat();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->GetHandle());
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, texture->GetHandle());
ASSERT(texture->GetDimension() == nxt::TextureDimension::e2D);
glPixelStorei(GL_UNPACK_ROW_LENGTH, copy->rowPitch / TextureFormatPixelSize(texture->GetFormat()));
glTexSubImage2D(target, dst.level, dst.x, dst.y, dst.width, dst.height,
format.format, format.type,
reinterpret_cast<void*>(static_cast<uintptr_t>(src.offset)));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
break;
case Command::CopyTextureToBuffer:
{
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Texture* texture = ToBackend(src.texture.Get());
Buffer* buffer = ToBackend(dst.buffer.Get());
auto format = texture->GetGLFormat();
// 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.
ASSERT(texture->GetDimension() == nxt::TextureDimension::e2D);
glBindTexture(GL_TEXTURE_2D, texture->GetHandle());
GLuint readFBO = 0;
glGenFramebuffers(1, &readFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture->GetHandle(), src.level);
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
glPixelStorei(GL_PACK_ROW_LENGTH, copy->rowPitch / TextureFormatPixelSize(texture->GetFormat()));
ASSERT(src.depth == 1 && src.z == 0);
void* offset = reinterpret_cast<void*>(static_cast<uintptr_t>(dst.offset));
glReadPixels(src.x, src.y, src.width, src.height, format.format, format.type, offset);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteFramebuffers(1, &readFBO);
}
break;
case Command::Dispatch:
{
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
glDispatchCompute(dispatch->x, dispatch->y, dispatch->z);
// TODO(cwallez@chromium.org): add barriers to the API
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
break;
case Command::DrawArrays:
{
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
if (draw->firstInstance > 0) {
glDrawArraysInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->firstVertex, draw->vertexCount, draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
glDrawArraysInstanced(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->firstVertex, draw->vertexCount, draw->instanceCount);
}
}
break;
case Command::DrawElements:
{
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
nxt::IndexFormat indexFormat = lastRenderPipeline->GetIndexFormat();
size_t formatSize = IndexFormatSize(indexFormat);
GLenum formatType = IndexFormatType(indexFormat);
if (draw->firstInstance > 0) {
glDrawElementsInstancedBaseInstance(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset),
draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
glDrawElementsInstanced(lastRenderPipeline->GetGLPrimitiveTopology(),
draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset),
draw->instanceCount);
}
}
break;
case Command::EndComputePass:
{
mCommands.NextCommand<EndComputePassCmd>();
}
break;
case Command::EndRenderPass:
{
mCommands.NextCommand<EndRenderPassCmd>();
}
break;
case Command::EndRenderSubpass:
{
mCommands.NextCommand<EndRenderSubpassCmd>();
glDeleteFramebuffers(1, &currentFBO);
currentFBO = 0;
currentSubpass += 1;
}
break;
case Command::SetComputePipeline:
{
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow();
lastGLPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline = ToBackend(cmd->pipeline).Get();
pushConstants.OnSetPipeline(lastPipeline);
}
break;
case Command::SetRenderPipeline:
{
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
lastRenderPipeline = ToBackend(cmd->pipeline).Get();
lastGLPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline = ToBackend(cmd->pipeline).Get();
pushConstants.OnSetPipeline(lastPipeline);
inputBuffers.OnSetPipeline(lastRenderPipeline);
}
break;
case Command::SetPushConstants:
{
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
uint32_t* data = mCommands.NextData<uint32_t>(cmd->count);
pushConstants.OnSetPushConstants(cmd->stages, cmd->count, cmd->offset, data);
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
persistentPipelineState.SetStencilReference(cmd->reference);
}
break;
case Command::SetBlendColor:
{
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
glBlendColor(cmd->r, cmd->g, cmd->b, cmd->a);
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
size_t groupIndex = cmd->index;
BindGroup* group = ToBackend(cmd->group.Get());
const auto& indices = ToBackend(lastPipeline->GetLayout())->GetBindingIndexInfo()[groupIndex];
const auto& layout = group->GetLayout()->GetBindingInfo();
for (uint32_t binding : IterateBitSet(layout.mask)) {
switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
GLuint uboIndex = indices[binding];
glBindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, view->GetOffset(), view->GetSize());
}
break;
case nxt::BindingType::Sampler:
{
GLuint sampler = ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
GLuint samplerIndex = indices[binding];
for (auto unit : lastGLPipeline->GetTextureUnitsForSampler(samplerIndex)) {
glBindSampler(unit, sampler);
}
}
break;
case nxt::BindingType::SampledTexture:
{
TextureView* view = ToBackend(group->GetBindingAsTextureView(binding));
Texture* texture = ToBackend(view->GetTexture());
GLuint handle = texture->GetHandle();
GLenum target = texture->GetGLTarget();
GLuint textureIndex = indices[binding];
for (auto unit : lastGLPipeline->GetTextureUnitsForTexture(textureIndex)) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(target, handle);
}
}
break;
case nxt::BindingType::StorageBuffer:
{
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
GLuint ssboIndex = indices[binding];
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer, view->GetOffset(), view->GetSize());
}
break;
}
}
}
break;
case Command::SetIndexBuffer:
{
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
indexBufferOffset = cmd->offset;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
}
break;
case Command::SetVertexBuffers:
{
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
}
break;
case Command::TransitionBufferUsage:
{
TransitionBufferUsageCmd* cmd = mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
}
break;
case Command::TransitionTextureUsage:
{
TransitionTextureUsageCmd* cmd = mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
}
break;
}
}
// HACK: cleanup a tiny bit of state to make this work with
// virtualized contexts enabled in Chromium
glBindSampler(0, 0);
}
}
}