blob: 27a756883d9fed631d0241a51bc5ca026bc89262 [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/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h"
#include "backend/opengl/PipelineGL.h"
#include "backend/opengl/PipelineLayoutGL.h"
#include "backend/opengl/SamplerGL.h"
#include "backend/opengl/TextureGL.h"
#include <cstring>
namespace backend {
namespace opengl {
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder), commands(builder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&commands);
}
static 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();
}
}
static 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();
}
}
void CommandBuffer::Execute() {
Command type;
Pipeline* lastPipeline = nullptr;
uint32_t indexBufferOffset = 0;
nxt::IndexFormat indexBufferFormat = nxt::IndexFormat::Uint16;
PersistentPipelineState persistentPipelineState;
persistentPipelineState.SetDefaultState();
while(commands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
{
commands.NextCommand<BeginComputePassCmd>();
}
break;
case Command::BeginRenderPass:
{
commands.NextCommand<BeginRenderPassCmd>();
// TODO(kainino@chromium.org): implement
}
break;
case Command::BeginRenderSubpass:
{
commands.NextCommand<BeginRenderSubpassCmd>();
// TODO(kainino@chromium.org): implement
}
break;
case Command::CopyBufferToBuffer:
{
CopyBufferToBufferCmd* copy = commands.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 = commands.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());
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)));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
break;
case Command::CopyTextureToBuffer:
{
commands.NextCommand<CopyTextureToBufferCmd>();
// TODO(cwallez@chromium.org): implement using a temporary FBO and ReadPixels
}
break;
case Command::Dispatch:
{
DispatchCmd* dispatch = commands.NextCommand<DispatchCmd>();
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 = commands.NextCommand<DrawArraysCmd>();
if (draw->firstInstance > 0) {
glDrawArraysInstancedBaseInstance(GL_TRIANGLES,
draw->firstVertex, draw->vertexCount, draw->instanceCount, draw->firstInstance);
} else {
// This branch is only needed on OpenGL < 4.2
glDrawArraysInstanced(GL_TRIANGLES,
draw->firstVertex, draw->vertexCount, draw->instanceCount);
}
}
break;
case Command::DrawElements:
{
DrawElementsCmd* draw = commands.NextCommand<DrawElementsCmd>();
size_t formatSize = IndexFormatSize(indexBufferFormat);
GLenum formatType = IndexFormatType(indexBufferFormat);
if (draw->firstInstance > 0) {
glDrawElementsInstancedBaseInstance(GL_TRIANGLES,
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(GL_TRIANGLES,
draw->indexCount, formatType,
reinterpret_cast<void*>(draw->firstIndex * formatSize + indexBufferOffset),
draw->instanceCount);
}
}
break;
case Command::EndComputePass:
{
commands.NextCommand<EndComputePassCmd>();
}
break;
case Command::EndRenderPass:
{
commands.NextCommand<EndRenderPassCmd>();
// TODO(kainino@chromium.org): implement
}
break;
case Command::EndRenderSubpass:
{
commands.NextCommand<EndRenderSubpassCmd>();
// TODO(kainino@chromium.org): implement
}
break;
case Command::SetPipeline:
{
SetPipelineCmd* cmd = commands.NextCommand<SetPipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
lastPipeline = ToBackend(cmd->pipeline).Get();
}
break;
case Command::SetPushConstants:
{
SetPushConstantsCmd* cmd = commands.NextCommand<SetPushConstantsCmd>();
uint32_t* valuesUInt = commands.NextData<uint32_t>(cmd->count);
int32_t* valuesInt = reinterpret_cast<int32_t*>(valuesUInt);
float* valuesFloat = reinterpret_cast<float*>(valuesUInt);
for (auto stage : IterateStages(cmd->stage)) {
const auto& pushConstants = lastPipeline->GetPushConstants(stage);
const auto& glPushConstants = lastPipeline->GetGLPushConstants(stage);
for (size_t i = 0; i < cmd->count; i++) {
GLint location = glPushConstants[cmd->offset + i];
switch (pushConstants.types[cmd->offset + i]) {
case PushConstantType::Int:
glUniform1i(location, valuesInt[i]);
break;
case PushConstantType::UInt:
glUniform1ui(location, valuesUInt[i]);
break;
case PushConstantType::Float:
glUniform1f(location, valuesFloat[i]);
break;
}
}
}
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
persistentPipelineState.SetStencilReference(cmd->reference);
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
size_t index = cmd->index;
BindGroup* group = ToBackend(cmd->group.Get());
const auto& indices = ToBackend(lastPipeline->GetLayout())->GetBindingIndexInfo()[index];
const auto& layout = group->GetLayout()->GetBindingInfo();
// TODO(cwallez@chromium.org): iterate over the layout bitmask instead
for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
if (!layout.mask[binding]) {
continue;
}
switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
GLuint buffer = ToBackend(view->GetBuffer())->GetHandle();
GLuint index = indices[binding];
glBindBufferRange(GL_UNIFORM_BUFFER, index, buffer, view->GetOffset(), view->GetSize());
}
break;
case nxt::BindingType::Sampler:
{
GLuint sampler = ToBackend(group->GetBindingAsSampler(binding))->GetHandle();
GLuint index = indices[binding];
for (auto unit : lastPipeline->GetTextureUnitsForSampler(index)) {
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 index = indices[binding];
for (auto unit : lastPipeline->GetTextureUnitsForTexture(index)) {
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 index = indices[binding];
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, index, buffer, view->GetOffset(), view->GetSize());
}
break;
}
}
}
break;
case Command::SetIndexBuffer:
{
SetIndexBufferCmd* cmd = commands.NextCommand<SetIndexBufferCmd>();
GLuint buffer = ToBackend(cmd->buffer.Get())->GetHandle();
indexBufferOffset = cmd->offset;
indexBufferFormat = cmd->format;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
}
break;
case Command::SetVertexBuffers:
{
SetVertexBuffersCmd* cmd = commands.NextCommand<SetVertexBuffersCmd>();
auto buffers = commands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = commands.NextData<uint32_t>(cmd->count);
auto inputState = lastPipeline->GetInputState();
auto& attributesSetMask = inputState->GetAttributesSetMask();
for (uint32_t location = 0; location < attributesSetMask.size(); ++location) {
if (!attributesSetMask[location]) {
// This slot is not used in the input state
continue;
}
auto attribute = inputState->GetAttribute(location);
auto slot = attribute.bindingSlot;
ASSERT(slot < kMaxVertexInputs);
if (slot < cmd->startSlot || slot >= cmd->startSlot + cmd->count) {
// This slot is not affected by this call
continue;
}
size_t bufferIndex = slot - cmd->startSlot;
GLuint buffer = ToBackend(buffers[bufferIndex])->GetHandle();
uint32_t bufferOffset = offsets[bufferIndex];
auto input = inputState->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>(bufferOffset + attribute.offset)));
}
}
break;
case Command::TransitionBufferUsage:
{
TransitionBufferUsageCmd* cmd = commands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
}
break;
case Command::TransitionTextureUsage:
{
TransitionTextureUsageCmd* cmd = commands.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);
}
}
}