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// 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/RenderPipeline.h"
#include "common/BitSetIterator.h"
#include "dawn_native/BlendState.h"
#include "dawn_native/DepthStencilState.h"
#include "dawn_native/Device.h"
#include "dawn_native/InputState.h"
#include "dawn_native/RenderPassDescriptor.h"
#include "dawn_native/Texture.h"
namespace dawn_native {
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(RenderPipelineBuilder* builder)
: PipelineBase(builder->GetDevice(), builder),
mDepthStencilState(std::move(builder->mDepthStencilState)),
mIndexFormat(builder->mIndexFormat),
mInputState(std::move(builder->mInputState)),
mPrimitiveTopology(builder->mPrimitiveTopology),
mBlendStates(builder->mBlendStates),
mColorAttachmentsSet(builder->mColorAttachmentsSet),
mColorAttachmentFormats(builder->mColorAttachmentFormats),
mDepthStencilFormatSet(builder->mDepthStencilFormatSet),
mDepthStencilFormat(builder->mDepthStencilFormat) {
if (GetStageMask() != (dawn::ShaderStageBit::Vertex | dawn::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(dawn::ShaderStage::Vertex).module->GetUsedVertexAttributes() &
~mInputState->GetAttributesSetMask())
.any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
// TODO(cwallez@chromium.org): Check against the shader module that the correct color
// attachment are set?
size_t attachmentCount = mColorAttachmentsSet.count();
if (mDepthStencilFormatSet) {
attachmentCount++;
}
if (attachmentCount == 0) {
builder->HandleError("Should have at least one attachment");
return;
}
}
BlendStateBase* RenderPipelineBase::GetBlendState(uint32_t attachmentSlot) {
ASSERT(attachmentSlot < mBlendStates.size());
return mBlendStates[attachmentSlot].Get();
}
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return mDepthStencilState.Get();
}
dawn::IndexFormat RenderPipelineBase::GetIndexFormat() const {
return mIndexFormat;
}
InputStateBase* RenderPipelineBase::GetInputState() {
return mInputState.Get();
}
dawn::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
return mPrimitiveTopology;
}
std::bitset<kMaxColorAttachments> RenderPipelineBase::GetColorAttachmentsMask() const {
return mColorAttachmentsSet;
}
bool RenderPipelineBase::HasDepthStencilAttachment() const {
return mDepthStencilFormatSet;
}
dawn::TextureFormat RenderPipelineBase::GetColorAttachmentFormat(uint32_t attachment) const {
return mColorAttachmentFormats[attachment];
}
dawn::TextureFormat RenderPipelineBase::GetDepthStencilFormat() const {
return mDepthStencilFormat;
}
bool RenderPipelineBase::IsCompatibleWith(const RenderPassDescriptorBase* renderPass) const {
// TODO(cwallez@chromium.org): This is called on every SetPipeline command. Optimize it for
// example by caching some "attachment compatibility" object that would make the
// compatibility check a single pointer comparison.
if (renderPass->GetColorAttachmentMask() != mColorAttachmentsSet) {
return false;
}
for (uint32_t i : IterateBitSet(mColorAttachmentsSet)) {
if (renderPass->GetColorAttachment(i).view->GetTexture()->GetFormat() !=
mColorAttachmentFormats[i]) {
return false;
}
}
if (renderPass->HasDepthStencilAttachment() != mDepthStencilFormatSet) {
return false;
}
if (mDepthStencilFormatSet &&
(renderPass->GetDepthStencilAttachment().view->GetTexture()->GetFormat() !=
mDepthStencilFormat)) {
return false;
}
return true;
}
// RenderPipelineBuilder
RenderPipelineBuilder::RenderPipelineBuilder(DeviceBase* device)
: Builder(device), PipelineBuilder(this) {
}
RenderPipelineBase* RenderPipelineBuilder::GetResultImpl() {
DeviceBase* device = GetDevice();
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in
// the device
if (!mInputState) {
auto builder = device->CreateInputStateBuilder();
mInputState = builder->GetResult();
// Remove the external ref objects are created with
mInputState->Release();
builder->Release();
}
if (!mDepthStencilState) {
auto builder = device->CreateDepthStencilStateBuilder();
mDepthStencilState = builder->GetResult();
// Remove the external ref objects are created with
mDepthStencilState->Release();
builder->Release();
}
if ((mBlendStatesSet | mColorAttachmentsSet) != mColorAttachmentsSet) {
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(mColorAttachmentsSet & ~mBlendStatesSet)) {
mBlendStates[attachmentSlot] = device->CreateBlendStateBuilder()->GetResult();
// Remove the external ref objects are created with
mBlendStates[attachmentSlot]->Release();
}
return device->CreateRenderPipeline(this);
}
void RenderPipelineBuilder::SetColorAttachmentFormat(uint32_t attachmentSlot,
dawn::TextureFormat format) {
if (attachmentSlot >= kMaxColorAttachments) {
HandleError("Attachment index out of bounds");
return;
}
mColorAttachmentsSet.set(attachmentSlot);
mColorAttachmentFormats[attachmentSlot] = format;
}
void RenderPipelineBuilder::SetColorAttachmentBlendState(uint32_t attachmentSlot,
BlendStateBase* blendState) {
if (attachmentSlot >= kMaxColorAttachments) {
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::SetDepthStencilAttachmentFormat(dawn::TextureFormat format) {
mDepthStencilFormatSet = true;
mDepthStencilFormat = format;
}
void RenderPipelineBuilder::SetIndexFormat(dawn::IndexFormat format) {
mIndexFormat = format;
}
void RenderPipelineBuilder::SetInputState(InputStateBase* inputState) {
mInputState = inputState;
}
void RenderPipelineBuilder::SetPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology) {
mPrimitiveTopology = primitiveTopology;
}
} // namespace dawn_native