blob: 5943a8df951a609aacc0827e49189346ab31a7eb [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 "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(dawn::IndexFormat format) {
switch (format) {
case dawn::IndexFormat::Uint16:
return GL_UNSIGNED_SHORT;
case dawn::IndexFormat::Uint32:
return GL_UNSIGNED_INT;
default:
UNREACHABLE();
}
}
GLenum VertexFormatType(dawn::VertexFormat format) {
switch (format) {
case dawn::VertexFormat::UChar2:
case dawn::VertexFormat::UChar4:
case dawn::VertexFormat::UChar2Norm:
case dawn::VertexFormat::UChar4Norm:
return GL_UNSIGNED_BYTE;
case dawn::VertexFormat::Char2:
case dawn::VertexFormat::Char4:
case dawn::VertexFormat::Char2Norm:
case dawn::VertexFormat::Char4Norm:
return GL_BYTE;
case dawn::VertexFormat::UShort2:
case dawn::VertexFormat::UShort4:
case dawn::VertexFormat::UShort2Norm:
case dawn::VertexFormat::UShort4Norm:
return GL_UNSIGNED_SHORT;
case dawn::VertexFormat::Short2:
case dawn::VertexFormat::Short4:
case dawn::VertexFormat::Short2Norm:
case dawn::VertexFormat::Short4Norm:
return GL_SHORT;
case dawn::VertexFormat::Half2:
case dawn::VertexFormat::Half4:
return GL_HALF_FLOAT;
case dawn::VertexFormat::Float:
case dawn::VertexFormat::Float2:
case dawn::VertexFormat::Float3:
case dawn::VertexFormat::Float4:
return GL_FLOAT;
case dawn::VertexFormat::UInt:
case dawn::VertexFormat::UInt2:
case dawn::VertexFormat::UInt3:
case dawn::VertexFormat::UInt4:
return GL_UNSIGNED_INT;
case dawn::VertexFormat::Int:
case dawn::VertexFormat::Int2:
case dawn::VertexFormat::Int3:
case dawn::VertexFormat::Int4:
return GL_INT;
default:
UNREACHABLE();
}
}
GLboolean VertexFormatIsNormalized(dawn::VertexFormat format) {
switch (format) {
case dawn::VertexFormat::UChar2Norm:
case dawn::VertexFormat::UChar4Norm:
case dawn::VertexFormat::Char2Norm:
case dawn::VertexFormat::Char4Norm:
case dawn::VertexFormat::UShort2Norm:
case dawn::VertexFormat::UShort4Norm:
case dawn::VertexFormat::Short2Norm:
case dawn::VertexFormat::Short4Norm:
return GL_TRUE;
default:
return GL_FALSE;
}
}
bool VertexFormatIsInt(dawn::VertexFormat format) {
switch (format) {
case dawn::VertexFormat::UChar2:
case dawn::VertexFormat::UChar4:
case dawn::VertexFormat::Char2:
case dawn::VertexFormat::Char4:
case dawn::VertexFormat::UShort2:
case dawn::VertexFormat::UShort4:
case dawn::VertexFormat::Short2:
case dawn::VertexFormat::Short4:
case dawn::VertexFormat::UInt:
case dawn::VertexFormat::UInt2:
case dawn::VertexFormat::UInt3:
case dawn::VertexFormat::UInt4:
case dawn::VertexFormat::Int:
case dawn::VertexFormat::Int2:
case dawn::VertexFormat::Int3:
case dawn::VertexFormat::Int4:
return true;
default:
return false;
}
}
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
// corresponds to an VertexInput. On the contrary in Dawn they are part of the global state.
// This means that we have to re-apply these buffers on an VertexInput change.
class InputBufferTracker {
public:
void OnSetIndexBuffer(BufferBase* buffer) {
mIndexBufferDirty = true;
mIndexBuffer = ToBackend(buffer);
}
void OnSetVertexBuffers(uint32_t startSlot,
uint32_t count,
Ref<BufferBase>* buffers,
uint64_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(kMaxVertexBuffers <= 8 * sizeof(unsigned long long) - 1, "");
mDirtyVertexBuffers |= ((1ull << count) - 1ull) << startSlot;
}
void OnSetPipeline(RenderPipelineBase* pipeline) {
if (mLastPipeline == pipeline) {
return;
}
mIndexBufferDirty = true;
mDirtyVertexBuffers |= pipeline->GetInputsSetMask();
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->GetInputsSetMask())) {
for (uint32_t location :
IterateBitSet(mLastPipeline->GetAttributesUsingInput(slot))) {
auto attribute = mLastPipeline->GetAttribute(location);
GLuint buffer = mVertexBuffers[slot]->GetHandle();
uint64_t offset = mVertexBufferOffsets[slot];
auto input = mLastPipeline->GetInput(slot);
auto components = VertexFormatNumComponents(attribute.format);
auto formatType = VertexFormatType(attribute.format);
GLboolean normalized = VertexFormatIsNormalized(attribute.format);
gl.BindBuffer(GL_ARRAY_BUFFER, buffer);
if (VertexFormatIsInt(attribute.format)) {
gl.VertexAttribIPointer(location, components, formatType, input.stride,
reinterpret_cast<void*>(static_cast<intptr_t>(
offset + attribute.offset)));
} else {
gl.VertexAttribPointer(
location, components, formatType, normalized, input.stride,
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<BindGroupBase*, false> {
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];
const auto& layout = group->GetLayout()->GetBindingInfo();
uint32_t currentDynamicIndex = 0;
for (uint32_t bindingIndex : IterateBitSet(layout.mask)) {
switch (layout.types[bindingIndex]) {
case dawn::BindingType::UniformBuffer: {
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
GLuint buffer = ToBackend(binding.buffer)->GetHandle();
GLuint uboIndex = indices[bindingIndex];
GLuint offset = binding.offset;
if (layout.dynamic[bindingIndex]) {
offset += dynamicOffsets[currentDynamicIndex];
++currentDynamicIndex;
}
gl.BindBufferRange(GL_UNIFORM_BUFFER, uboIndex, buffer, offset,
binding.size);
} break;
case dawn::BindingType::Sampler: {
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 dawn::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 dawn::BindingType::StorageBuffer: {
BufferBinding binding = group->GetBindingAsBufferBinding(bindingIndex);
GLuint buffer = ToBackend(binding.buffer)->GetHandle();
GLuint ssboIndex = indices[bindingIndex];
GLuint offset = binding.offset;
if (layout.dynamic[bindingIndex]) {
offset += dynamicOffsets[currentDynamicIndex];
++currentDynamicIndex;
}
gl.BindBufferRange(GL_SHADER_STORAGE_BUFFER, ssboIndex, buffer, offset,
binding.size);
} break;
case dawn::BindingType::StorageTexture:
case dawn::BindingType::ReadonlyStorageBuffer:
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(CommandEncoderBase* 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]);
// We count the lazy clears for non output attachment textures in order to match the
// backdoor lazy clear counts in Vulkan and D3D12.
bool isLazyClear =
!(usages.textureUsages[i] & dawn::TextureUsage::OutputAttachment);
texture->EnsureSubresourceContentInitialized(
0, texture->GetNumMipLevels(), 0, texture->GetArrayLayers(), isLazyClear);
}
};
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]);
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();
if (IsCompleteSubresourceCopiedTo(texture, copySize, dst.mipLevel)) {
texture->SetIsSubresourceContentInitialized(dst.mipLevel, 1, dst.arrayLayer,
1);
} else {
texture->EnsureSubresourceContentInitialized(dst.mipLevel, 1,
dst.arrayLayer, 1);
}
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.rowPitch / formatInfo.blockByteSize * formatInfo.blockWidth);
gl.PixelStorei(GL_UNPACK_IMAGE_HEIGHT, src.imageHeight);
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() == dawn::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 dawn::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 GLFormat& format = texture->GetGLFormat();
GLenum target = texture->GetGLTarget();
// TODO(jiawei.shao@intel.com): support texture-to-buffer copy with compressed
// texture formats.
if (texture->GetFormat().isCompressed) {
UNREACHABLE();
}
texture->EnsureSubresourceContentInitialized(src.mipLevel, 1, src.arrayLayer,
1);
// 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);
switch (texture->GetDimension()) {
case dawn::TextureDimension::e2D:
if (texture->GetArrayLayers() > 1) {
gl.FramebufferTextureLayer(
GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture->GetHandle(),
src.mipLevel, src.arrayLayer);
} else {
gl.FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture->GetHandle(),
src.mipLevel);
}
break;
default:
UNREACHABLE();
}
gl.BindBuffer(GL_PIXEL_PACK_BUFFER, buffer->GetHandle());
gl.PixelStorei(GL_PACK_ROW_LENGTH,
dst.rowPitch / texture->GetFormat().blockByteSize);
gl.PixelStorei(GL_PACK_IMAGE_HEIGHT, dst.imageHeight);
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,
format.format, format.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());
srcTexture->EnsureSubresourceContentInitialized(src.mipLevel, 1, src.arrayLayer,
1);
if (IsCompleteSubresourceCopiedTo(dstTexture, copySize, dst.mipLevel)) {
dstTexture->SetIsSubresourceContentInitialized(dst.mipLevel, 1,
dst.arrayLayer, 1);
} else {
dstTexture->EnsureSubresourceContentInitialized(dst.mipLevel, 1,
dst.arrayLayer, 1);
}
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, 1);
} 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;
} break;
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>();
uint64_t* dynamicOffsets = nullptr;
if (cmd->dynamicOffsetCount > 0) {
dynamicOffsets = mCommands.NextData<uint64_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;
}
GLenum target = ToBackend(textureView->GetTexture())->GetGLTarget();
gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, target, texture, 0);
}
}
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())) {
const 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 == dawn::LoadOp::Clear) {
gl.ColorMaski(i, true, true, true, true);
gl.ClearBufferfv(GL_COLOR, i, &attachmentInfo.clearColor.r);
}
}
if (renderPass->attachmentState->HasDepthStencilAttachment()) {
const auto& attachmentInfo = renderPass->depthStencilAttachment;
const Format& attachmentFormat = attachmentInfo.view->GetTexture()->GetFormat();
// Load op - depth/stencil
bool doDepthClear = attachmentFormat.HasDepth() &&
(attachmentInfo.depthLoadOp == dawn::LoadOp::Clear);
bool doStencilClear = attachmentFormat.HasStencil() &&
(attachmentInfo.stencilLoadOp == dawn::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;
InputBufferTracker inputBuffers;
BindGroupTracker bindGroupTracker = {};
auto DoRenderBundleCommand = [&](CommandIterator* iter, Command type) {
switch (type) {
case Command::Draw: {
DrawCmd* draw = iter->NextCommand<DrawCmd>();
inputBuffers.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>();
inputBuffers.Apply(gl);
bindGroupTracker.Apply(gl);
dawn::IndexFormat indexFormat =
lastPipeline->GetVertexInputDescriptor()->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
gl.DrawElementsInstancedBaseVertex(
lastPipeline->GetGLPrimitiveTopology(), draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize +
indexBufferBaseOffset),
draw->instanceCount, draw->baseVertex);
}
} break;
case Command::DrawIndirect: {
DrawIndirectCmd* draw = iter->NextCommand<DrawIndirectCmd>();
inputBuffers.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>();
inputBuffers.Apply(gl);
bindGroupTracker.Apply(gl);
dawn::IndexFormat indexFormat =
lastPipeline->GetVertexInputDescriptor()->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);
inputBuffers.OnSetPipeline(lastPipeline);
bindGroupTracker.OnSetPipeline(lastPipeline);
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = iter->NextCommand<SetBindGroupCmd>();
uint64_t* dynamicOffsets = nullptr;
if (cmd->dynamicOffsetCount > 0) {
dynamicOffsets = iter->NextData<uint64_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;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
} break;
case Command::SetVertexBuffers: {
SetVertexBuffersCmd* cmd = iter->NextCommand<SetVertexBuffersCmd>();
auto buffers = iter->NextData<Ref<BufferBase>>(cmd->count);
auto offsets = iter->NextData<uint64_t>(cmd->count);
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
} 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;
} break;
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