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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/RenderPipeline.h"
#include <algorithm>
#include <cmath>
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/Enumerator.h"
#include "dawn/common/ityp_span.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/CommandValidation.h"
#include "dawn/native/Commands.h"
#include "dawn/native/Device.h"
#include "dawn/native/InternalPipelineStore.h"
#include "dawn/native/ObjectContentHasher.h"
#include "dawn/native/ObjectType_autogen.h"
#include "dawn/native/ValidationUtils_autogen.h"
namespace dawn::native {
static constexpr std::array<VertexFormatInfo, 32> sVertexFormatTable = {{
//
{wgpu::VertexFormat::Undefined, 0, 0, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Uint8x2, 2, 2, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Uint8x4, 4, 4, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Sint8x2, 2, 2, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Sint8x4, 4, 4, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Unorm8x2, 2, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Unorm8x4, 4, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Snorm8x2, 2, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Snorm8x4, 4, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Uint16x2, 4, 2, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Uint16x4, 8, 4, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Sint16x2, 4, 2, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Sint16x4, 8, 4, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Unorm16x2, 4, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Unorm16x4, 8, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Snorm16x2, 4, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Snorm16x4, 8, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float16x2, 4, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float16x4, 8, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float32, 4, 1, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float32x2, 8, 2, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float32x3, 12, 3, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Float32x4, 16, 4, VertexFormatBaseType::Float},
{wgpu::VertexFormat::Uint32, 4, 1, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Uint32x2, 8, 2, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Uint32x3, 12, 3, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Uint32x4, 16, 4, VertexFormatBaseType::Uint},
{wgpu::VertexFormat::Sint32, 4, 1, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Sint32x2, 8, 2, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Sint32x3, 12, 3, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Sint32x4, 16, 4, VertexFormatBaseType::Sint},
{wgpu::VertexFormat::Unorm10_10_10_2, 4, 4, VertexFormatBaseType::Float},
//
}};
const VertexFormatInfo& GetVertexFormatInfo(wgpu::VertexFormat format) {
DAWN_ASSERT(format != wgpu::VertexFormat::Undefined);
DAWN_ASSERT(static_cast<uint32_t>(format) < sVertexFormatTable.size());
DAWN_ASSERT(sVertexFormatTable[static_cast<uint32_t>(format)].format == format);
return sVertexFormatTable[static_cast<uint32_t>(format)];
}
// Helper functions
namespace {
MaybeError ValidateVertexAttribute(DeviceBase* device,
const VertexAttribute* attribute,
const EntryPointMetadata& metadata,
uint64_t vertexBufferStride,
VertexAttributeMask* attributesSetMask) {
DAWN_TRY(ValidateVertexFormat(attribute->format));
const VertexFormatInfo& formatInfo = GetVertexFormatInfo(attribute->format);
DAWN_INVALID_IF(
attribute->shaderLocation >= kMaxVertexAttributes,
"Attribute shader location (%u) exceeds the maximum number of vertex attributes "
"(%u).",
attribute->shaderLocation, kMaxVertexAttributes);
VertexAttributeLocation location(static_cast<uint8_t>(attribute->shaderLocation));
// No underflow is possible because the max vertex format size is smaller than
// kMaxVertexBufferArrayStride.
DAWN_ASSERT(kMaxVertexBufferArrayStride >= formatInfo.byteSize);
DAWN_INVALID_IF(
attribute->offset > kMaxVertexBufferArrayStride - formatInfo.byteSize,
"Attribute offset (%u) with format %s (size: %u) doesn't fit in the maximum vertex "
"buffer stride (%u).",
attribute->offset, attribute->format, formatInfo.byteSize, kMaxVertexBufferArrayStride);
// No overflow is possible because the offset is already validated to be less
// than kMaxVertexBufferArrayStride.
DAWN_ASSERT(attribute->offset < kMaxVertexBufferArrayStride);
DAWN_INVALID_IF(
vertexBufferStride > 0 && attribute->offset + formatInfo.byteSize > vertexBufferStride,
"Attribute offset (%u) with format %s (size: %u) doesn't fit in the vertex buffer "
"stride (%u).",
attribute->offset, attribute->format, formatInfo.byteSize, vertexBufferStride);
DAWN_INVALID_IF(attribute->offset % std::min(4u, formatInfo.byteSize) != 0,
"Attribute offset (%u) in not a multiple of %u.", attribute->offset,
std::min(4u, formatInfo.byteSize));
DAWN_INVALID_IF(metadata.usedVertexInputs[location] &&
formatInfo.baseType != metadata.vertexInputBaseTypes[location],
"Attribute base type (%s) does not match the "
"shader's base type (%s) in location (%u).",
formatInfo.baseType, metadata.vertexInputBaseTypes[location],
attribute->shaderLocation);
DAWN_INVALID_IF((*attributesSetMask)[location],
"Attribute shader location (%u) is used more than once.",
attribute->shaderLocation);
attributesSetMask->set(location);
return {};
}
MaybeError ValidateVertexBufferLayout(DeviceBase* device,
const VertexBufferLayout* buffer,
const EntryPointMetadata& metadata,
VertexAttributeMask* attributesSetMask) {
DAWN_TRY(ValidateVertexStepMode(buffer->stepMode));
DAWN_INVALID_IF(buffer->arrayStride > kMaxVertexBufferArrayStride,
"Vertex buffer arrayStride (%u) is larger than the maximum array stride (%u).",
buffer->arrayStride, kMaxVertexBufferArrayStride);
DAWN_INVALID_IF(buffer->arrayStride % 4 != 0,
"Vertex buffer arrayStride (%u) is not a multiple of 4.", buffer->arrayStride);
DAWN_INVALID_IF(
buffer->stepMode == wgpu::VertexStepMode::VertexBufferNotUsed && buffer->attributeCount > 0,
"attributeCount (%u) is not zero although vertex buffer stepMode is %s.",
buffer->attributeCount, wgpu::VertexStepMode::VertexBufferNotUsed);
for (uint32_t i = 0; i < buffer->attributeCount; ++i) {
DAWN_TRY_CONTEXT(ValidateVertexAttribute(device, &buffer->attributes[i], metadata,
buffer->arrayStride, attributesSetMask),
"validating attributes[%u].", i);
}
return {};
}
ResultOrError<ShaderModuleEntryPoint> ValidateVertexState(
DeviceBase* device,
const VertexState* descriptor,
const PipelineLayoutBase* layout,
wgpu::PrimitiveTopology primitiveTopology) {
DAWN_INVALID_IF(descriptor->nextInChain != nullptr, "nextInChain must be nullptr.");
const CombinedLimits& limits = device->GetLimits();
DAWN_INVALID_IF(descriptor->bufferCount > limits.v1.maxVertexBuffers,
"Vertex buffer count (%u) exceeds the maximum number of vertex buffers (%u).",
descriptor->bufferCount, limits.v1.maxVertexBuffers);
ShaderModuleEntryPoint entryPoint;
DAWN_TRY_ASSIGN_CONTEXT(
entryPoint,
ValidateProgrammableStage(device, descriptor->module, descriptor->entryPoint,
descriptor->constantCount, descriptor->constants, layout,
SingleShaderStage::Vertex),
"validating vertex stage (%s, entryPoint: %s).", descriptor->module,
descriptor->entryPoint);
const EntryPointMetadata& vertexMetadata = descriptor->module->GetEntryPoint(entryPoint.name);
if (primitiveTopology == wgpu::PrimitiveTopology::PointList) {
DAWN_INVALID_IF(
vertexMetadata.totalInterStageShaderComponents + 1 >
limits.v1.maxInterStageShaderComponents,
"Total vertex output components count (%u) exceeds the maximum (%u) when primitive "
"topology is %s as another component is implicitly used for the point size.",
vertexMetadata.totalInterStageShaderComponents,
limits.v1.maxInterStageShaderComponents - 1, primitiveTopology);
}
VertexAttributeMask attributesSetMask;
uint32_t totalAttributesNum = 0;
for (uint32_t i = 0; i < descriptor->bufferCount; ++i) {
DAWN_TRY_CONTEXT(ValidateVertexBufferLayout(device, &descriptor->buffers[i], vertexMetadata,
&attributesSetMask),
"validating buffers[%u].", i);
totalAttributesNum += descriptor->buffers[i].attributeCount;
}
if (device->IsCompatibilityMode() &&
(vertexMetadata.usesVertexIndex || vertexMetadata.usesInstanceIndex)) {
uint32_t totalEffectiveAttributesNum = totalAttributesNum +
(vertexMetadata.usesVertexIndex ? 1 : 0) +
(vertexMetadata.usesInstanceIndex ? 1 : 0);
DAWN_INVALID_IF(totalEffectiveAttributesNum > limits.v1.maxVertexAttributes,
"Attribute count (%u) exceeds the maximum number of attributes (%u) as "
"@builtin(vertex_index) and @builtin(instance_index) each use an attribute "
"in compatibility mode.",
totalEffectiveAttributesNum, limits.v1.maxVertexAttributes);
}
// Every vertex attribute has a member called shaderLocation, and there are some
// requirements for shaderLocation: 1) >=0, 2) values are different across different
// attributes, 3) can't exceed kMaxVertexAttributes. So it can ensure that total
// attribute number never exceed kMaxVertexAttributes.
DAWN_ASSERT(totalAttributesNum <= kMaxVertexAttributes);
// Validate that attributes used by the VertexState are in the shader using bitmask operations
// but try to be helpful by finding one missing attribute to surface in the error message
if (!IsSubset(vertexMetadata.usedVertexInputs, attributesSetMask)) {
const VertexAttributeMask missingAttributes =
vertexMetadata.usedVertexInputs & ~attributesSetMask;
DAWN_ASSERT(missingAttributes.any());
VertexAttributeLocation firstMissing = ityp::Sub(
GetHighestBitIndexPlusOne(missingAttributes), VertexAttributeLocation(uint8_t(1)));
return DAWN_VALIDATION_ERROR(
"Vertex attribute slot %u used in (%s, %s) is not present in the "
"VertexState.",
uint8_t(firstMissing), descriptor->module, &entryPoint);
}
return entryPoint;
}
MaybeError ValidatePrimitiveState(const DeviceBase* device, const PrimitiveState* descriptor) {
DAWN_TRY(ValidateSingleSType(descriptor->nextInChain, wgpu::SType::PrimitiveDepthClipControl));
const PrimitiveDepthClipControl* depthClipControl = nullptr;
FindInChain(descriptor->nextInChain, &depthClipControl);
DAWN_INVALID_IF(depthClipControl && !device->HasFeature(Feature::DepthClipControl),
"%s is not supported", wgpu::FeatureName::DepthClipControl);
DAWN_TRY(ValidatePrimitiveTopology(descriptor->topology));
DAWN_TRY(ValidateIndexFormat(descriptor->stripIndexFormat));
DAWN_TRY(ValidateFrontFace(descriptor->frontFace));
DAWN_TRY(ValidateCullMode(descriptor->cullMode));
// Pipeline descriptors must have stripIndexFormat == undefined if they are using
// non-strip topologies.
if (!IsStripPrimitiveTopology(descriptor->topology)) {
DAWN_INVALID_IF(descriptor->stripIndexFormat != wgpu::IndexFormat::Undefined,
"StripIndexFormat (%s) is not undefined when using a non-strip primitive "
"topology (%s).",
descriptor->stripIndexFormat, descriptor->topology);
}
return {};
}
MaybeError ValidateDepthStencilState(const DeviceBase* device,
const DepthStencilState* descriptor) {
if (descriptor->depthCompare != wgpu::CompareFunction::Undefined) {
DAWN_TRY_CONTEXT(ValidateCompareFunction(descriptor->depthCompare),
"validating depth compare function");
}
DAWN_TRY_CONTEXT(ValidateCompareFunction(descriptor->stencilFront.compare),
"validating stencil front compare function");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilFront.failOp),
"validating stencil front fail operation");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilFront.depthFailOp),
"validating stencil front depth fail operation");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilFront.passOp),
"validating stencil front pass operation");
DAWN_TRY_CONTEXT(ValidateCompareFunction(descriptor->stencilBack.compare),
"validating stencil back compare function");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilBack.failOp),
"validating stencil back fail operation");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilBack.depthFailOp),
"validating stencil back depth fail operation");
DAWN_TRY_CONTEXT(ValidateStencilOperation(descriptor->stencilBack.passOp),
"validating stencil back pass operation");
const Format* format;
DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor->format));
DAWN_INVALID_IF(!format->HasDepthOrStencil() || !format->isRenderable,
"Depth stencil format (%s) is not depth-stencil renderable.",
descriptor->format);
DAWN_INVALID_IF(
std::isnan(descriptor->depthBiasSlopeScale) || std::isnan(descriptor->depthBiasClamp),
"Either depthBiasSlopeScale (%f) or depthBiasClamp (%f) is NaN.",
descriptor->depthBiasSlopeScale, descriptor->depthBiasClamp);
DAWN_INVALID_IF(
format->HasDepth() && descriptor->depthCompare == wgpu::CompareFunction::Undefined &&
(descriptor->depthWriteEnabled ||
descriptor->stencilFront.depthFailOp != wgpu::StencilOperation::Keep ||
descriptor->stencilBack.depthFailOp != wgpu::StencilOperation::Keep),
"Depth stencil format (%s) has a depth aspect and depthCompare is %s while it's actually "
"used by depthWriteEnabled (%u), or stencil front depth fail operation (%s), or "
"stencil back depth fail operation (%s).",
descriptor->format, wgpu::CompareFunction::Undefined, descriptor->depthWriteEnabled,
descriptor->stencilFront.depthFailOp, descriptor->stencilBack.depthFailOp);
Unpacked<DepthStencilState> unpacked;
DAWN_TRY_ASSIGN(unpacked, ValidateAndUnpack(descriptor));
if (const auto* depthWriteDefined = unpacked.Get<DepthStencilStateDepthWriteDefinedDawn>()) {
DAWN_INVALID_IF(
format->HasDepth() && !depthWriteDefined->depthWriteDefined,
"Depth stencil format (%s) has a depth aspect and depthWriteEnabled is undefined.",
descriptor->format);
}
DAWN_INVALID_IF(
!format->HasDepth() && descriptor->depthCompare != wgpu::CompareFunction::Always &&
descriptor->depthCompare != wgpu::CompareFunction::Undefined,
"Depth stencil format (%s) doesn't have depth aspect while depthCompare (%s) is "
"neither %s nor %s.",
descriptor->format, descriptor->depthCompare, wgpu::CompareFunction::Always,
wgpu::CompareFunction::Undefined);
DAWN_INVALID_IF(
!format->HasDepth() && descriptor->depthWriteEnabled,
"Depth stencil format (%s) doesn't have depth aspect while depthWriteEnabled (%u) is true.",
descriptor->format, descriptor->depthWriteEnabled);
DAWN_INVALID_IF(!format->HasStencil() && StencilTestEnabled(descriptor),
"Depth stencil format (%s) doesn't have stencil aspect while stencil "
"test or stencil write is enabled.",
descriptor->format);
return {};
}
MaybeError ValidateMultisampleState(const DeviceBase* device, const MultisampleState* descriptor) {
const DawnMultisampleStateRenderToSingleSampled* msaaRenderToSingleSampledDesc = nullptr;
FindInChain(descriptor->nextInChain, &msaaRenderToSingleSampledDesc);
if (msaaRenderToSingleSampledDesc != nullptr) {
DAWN_INVALID_IF(!device->HasFeature(Feature::MSAARenderToSingleSampled),
"The msaaRenderToSingleSampledDesc is not empty while the "
"msaa-render-to-single-sampled feature is not enabled.");
DAWN_INVALID_IF(descriptor->count <= 1,
"The msaaRenderToSingleSampledDesc is not empty while multisample count "
"(%u) is not > 1.",
descriptor->count);
}
DAWN_INVALID_IF(!IsValidSampleCount(descriptor->count),
"Multisample count (%u) is not supported.", descriptor->count);
DAWN_INVALID_IF(descriptor->alphaToCoverageEnabled && descriptor->count <= 1,
"Multisample count (%u) must be > 1 when alphaToCoverage is enabled.",
descriptor->count);
return {};
}
MaybeError ValidateBlendComponent(BlendComponent blendComponent, bool dualSourceBlendingEnabled) {
if (!dualSourceBlendingEnabled) {
DAWN_INVALID_IF(blendComponent.srcFactor == wgpu::BlendFactor::Src1 ||
blendComponent.srcFactor == wgpu::BlendFactor::OneMinusSrc1 ||
blendComponent.srcFactor == wgpu::BlendFactor::Src1Alpha ||
blendComponent.srcFactor == wgpu::BlendFactor::OneMinusSrc1Alpha,
"Source blend factor is %s while dualSourceBlending is not enabled.",
blendComponent.srcFactor);
DAWN_INVALID_IF(blendComponent.dstFactor == wgpu::BlendFactor::Src1 ||
blendComponent.dstFactor == wgpu::BlendFactor::OneMinusSrc1 ||
blendComponent.dstFactor == wgpu::BlendFactor::Src1Alpha ||
blendComponent.dstFactor == wgpu::BlendFactor::OneMinusSrc1Alpha,
"Destination blend factor is %s while dualSourceBlending is not enabled.",
blendComponent.dstFactor);
}
if (blendComponent.operation == wgpu::BlendOperation::Min ||
blendComponent.operation == wgpu::BlendOperation::Max) {
DAWN_INVALID_IF(blendComponent.srcFactor != wgpu::BlendFactor::One ||
blendComponent.dstFactor != wgpu::BlendFactor::One,
"Blend factor is not %s when blend operation is %s.",
wgpu::BlendFactor::One, blendComponent.operation);
}
return {};
}
MaybeError ValidateBlendState(DeviceBase* device, const BlendState* descriptor) {
DAWN_TRY(ValidateBlendOperation(descriptor->alpha.operation));
DAWN_TRY(ValidateBlendFactor(descriptor->alpha.srcFactor));
DAWN_TRY(ValidateBlendFactor(descriptor->alpha.dstFactor));
DAWN_TRY(ValidateBlendOperation(descriptor->color.operation));
DAWN_TRY(ValidateBlendFactor(descriptor->color.srcFactor));
DAWN_TRY(ValidateBlendFactor(descriptor->color.dstFactor));
bool dualSourceBlendingEnabled = device->HasFeature(Feature::DualSourceBlending);
DAWN_TRY(ValidateBlendComponent(descriptor->alpha, dualSourceBlendingEnabled));
DAWN_TRY(ValidateBlendComponent(descriptor->color, dualSourceBlendingEnabled));
return {};
}
bool BlendFactorContainsSrcAlpha(const wgpu::BlendFactor& blendFactor) {
return blendFactor == wgpu::BlendFactor::SrcAlpha ||
blendFactor == wgpu::BlendFactor::OneMinusSrcAlpha ||
blendFactor == wgpu::BlendFactor::SrcAlphaSaturated;
}
MaybeError ValidateColorTargetState(
DeviceBase* device,
const ColorTargetState& descriptor,
const Format* format,
bool fragmentWritten,
const EntryPointMetadata::FragmentRenderAttachmentInfo& fragmentOutputVariable) {
DAWN_INVALID_IF(descriptor.nextInChain != nullptr, "nextInChain must be nullptr.");
if (descriptor.blend) {
DAWN_TRY_CONTEXT(ValidateBlendState(device, descriptor.blend), "validating blend state.");
}
DAWN_TRY(ValidateColorWriteMask(descriptor.writeMask));
DAWN_INVALID_IF(!format->IsColor() || !format->isRenderable,
"Color format (%s) is not color renderable.", format->format);
DAWN_INVALID_IF(
descriptor.blend &&
!(format->GetAspectInfo(Aspect::Color).supportedSampleTypes & SampleTypeBit::Float),
"Blending is enabled but color format (%s) is not blendable.", format->format);
if (!fragmentWritten) {
DAWN_INVALID_IF(
descriptor.writeMask != wgpu::ColorWriteMask::None,
"Color target has no corresponding fragment stage output but writeMask (%s) is "
"not zero.",
descriptor.writeMask);
return {};
}
DAWN_INVALID_IF(
fragmentOutputVariable.baseType != format->GetAspectInfo(Aspect::Color).baseType,
"Color format (%s) base type (%s) doesn't match the fragment "
"module output type (%s).",
format->format, format->GetAspectInfo(Aspect::Color).baseType,
fragmentOutputVariable.baseType);
DAWN_INVALID_IF(fragmentOutputVariable.componentCount < format->componentCount,
"The fragment stage has fewer output components (%u) than the color format "
"(%s) component count (%u).",
fragmentOutputVariable.componentCount, format->format, format->componentCount);
if (descriptor.blend && fragmentOutputVariable.componentCount < 4u) {
// No alpha channel output, make sure there's no alpha involved in the blending operation.
DAWN_INVALID_IF(BlendFactorContainsSrcAlpha(descriptor.blend->color.srcFactor) ||
BlendFactorContainsSrcAlpha(descriptor.blend->color.dstFactor),
"Color blending srcFactor (%s) or dstFactor (%s) is reading alpha "
"but it is missing from fragment output.",
descriptor.blend->color.srcFactor, descriptor.blend->color.dstFactor);
}
return {};
}
MaybeError ValidateFramebufferInput(
DeviceBase* device,
const Format* format,
const EntryPointMetadata::FragmentRenderAttachmentInfo& inputVar) {
DAWN_INVALID_IF(inputVar.baseType != format->GetAspectInfo(Aspect::Color).baseType,
"Color format (%s) base type (%s) doesn't match the fragment "
"module input type (%s).",
format->format, format->GetAspectInfo(Aspect::Color).baseType,
inputVar.baseType);
DAWN_INVALID_IF(inputVar.componentCount != format->componentCount,
"The fragment stage number of input components (%u) doesn't match the color "
"format (%s) component count (%u).",
inputVar.componentCount, format->format, format->componentCount);
return {};
}
MaybeError ValidateColorTargetStatesMatch(ColorAttachmentIndex firstColorTargetIndex,
const ColorTargetState* const firstColorTargetState,
ColorAttachmentIndex targetIndex,
const ColorTargetState* target) {
DAWN_INVALID_IF(firstColorTargetState->writeMask != target->writeMask,
"targets[%u].writeMask (%s) does not match targets[%u].writeMask (%s).",
targetIndex, target->writeMask, firstColorTargetIndex,
firstColorTargetState->writeMask);
if (!firstColorTargetState->blend) {
DAWN_INVALID_IF(target->blend,
"targets[%u].blend has a blend state but targets[%u].blend does not.",
targetIndex, firstColorTargetIndex);
} else {
DAWN_INVALID_IF(!target->blend,
"targets[%u].blend has a blend state but targets[%u].blend does not.",
firstColorTargetIndex, targetIndex);
const BlendState& currBlendState = *target->blend;
const BlendState& firstBlendState = *firstColorTargetState->blend;
DAWN_INVALID_IF(
firstBlendState.color.operation != currBlendState.color.operation,
"targets[%u].color.operation (%s) does not match targets[%u].color.operation (%s).",
firstColorTargetIndex, firstBlendState.color.operation, targetIndex,
currBlendState.color.operation);
DAWN_INVALID_IF(
firstBlendState.color.srcFactor != currBlendState.color.srcFactor,
"targets[%u].color.srcFactor (%s) does not match targets[%u].color.srcFactor (%s).",
firstColorTargetIndex, firstBlendState.color.srcFactor, targetIndex,
currBlendState.color.srcFactor);
DAWN_INVALID_IF(
firstBlendState.color.dstFactor != currBlendState.color.dstFactor,
"targets[%u].color.dstFactor (%s) does not match targets[%u].color.dstFactor (%s).",
firstColorTargetIndex, firstBlendState.color.dstFactor, targetIndex,
currBlendState.color.dstFactor);
DAWN_INVALID_IF(
firstBlendState.alpha.operation != currBlendState.alpha.operation,
"targets[%u].alpha.operation (%s) does not match targets[%u].alpha.operation (%s).",
firstColorTargetIndex, firstBlendState.alpha.operation, targetIndex,
currBlendState.alpha.operation);
DAWN_INVALID_IF(
firstBlendState.alpha.srcFactor != currBlendState.alpha.srcFactor,
"targets[%u].alpha.srcFactor (%s) does not match targets[%u].alpha.srcFactor (%s).",
firstColorTargetIndex, firstBlendState.alpha.srcFactor, targetIndex,
currBlendState.alpha.srcFactor);
DAWN_INVALID_IF(
firstBlendState.alpha.dstFactor != currBlendState.alpha.dstFactor,
"targets[%u].alpha.dstFactor (%s) does not match targets[%u].alpha.dstFactor (%s).",
firstColorTargetIndex, firstBlendState.alpha.dstFactor, targetIndex,
currBlendState.alpha.dstFactor);
}
return {};
}
ResultOrError<ShaderModuleEntryPoint> ValidateFragmentState(DeviceBase* device,
const FragmentState* descriptor,
const PipelineLayoutBase* layout,
const DepthStencilState* depthStencil,
const MultisampleState& multisample) {
DAWN_INVALID_IF(descriptor->nextInChain != nullptr, "nextInChain must be nullptr.");
ShaderModuleEntryPoint entryPoint;
DAWN_TRY_ASSIGN_CONTEXT(
entryPoint,
ValidateProgrammableStage(device, descriptor->module, descriptor->entryPoint,
descriptor->constantCount, descriptor->constants, layout,
SingleShaderStage::Fragment),
"validating fragment stage (%s, entryPoint: %s).", descriptor->module,
descriptor->entryPoint);
const EntryPointMetadata& fragmentMetadata = descriptor->module->GetEntryPoint(entryPoint.name);
if (fragmentMetadata.usesFragDepth) {
DAWN_INVALID_IF(depthStencil == nullptr,
"Depth stencil state is not present when fragment stage (%s, %s) is "
"writing to frag_depth.",
descriptor->module, &entryPoint);
const Format* depthStencilFormat;
DAWN_TRY_ASSIGN(depthStencilFormat, device->GetInternalFormat(depthStencil->format));
DAWN_INVALID_IF(!depthStencilFormat->HasDepth(),
"Depth stencil state format (%s) has no depth aspect when fragment stage "
"(%s, %s) is "
"writing to frag_depth.",
depthStencil->format, descriptor->module, &entryPoint);
}
uint32_t maxColorAttachments = device->GetLimits().v1.maxColorAttachments;
DAWN_INVALID_IF(descriptor->targetCount > maxColorAttachments,
"Number of targets (%u) exceeds the maximum (%u).", descriptor->targetCount,
maxColorAttachments);
auto targets =
ityp::SpanFromUntyped<ColorAttachmentIndex>(descriptor->targets, descriptor->targetCount);
ColorAttachmentMask targetMask;
for (auto [i, target] : Enumerate(targets)) {
if (target.format == wgpu::TextureFormat::Undefined) {
DAWN_INVALID_IF(target.blend,
"Color target[%u] blend state is set when the format is undefined.", i);
} else {
targetMask.set(i);
}
}
ColorAttachmentFormats colorAttachmentFormats;
for (auto i : IterateBitSet(targetMask)) {
const Format* format;
DAWN_TRY_ASSIGN(format, device->GetInternalFormat(targets[i].format));
DAWN_TRY_CONTEXT(ValidateColorTargetState(device, targets[i], format,
fragmentMetadata.fragmentOutputMask[i],
fragmentMetadata.fragmentOutputVariables[i]),
"validating targets[%u] framebuffer output.", i);
colorAttachmentFormats->push_back(&device->GetValidInternalFormat(targets[i].format));
if (fragmentMetadata.fragmentInputMask[i]) {
DAWN_TRY_CONTEXT(ValidateFramebufferInput(device, format,
fragmentMetadata.fragmentInputVariables[i]),
"validating targets[%u]'s framebuffer input.", i);
}
}
auto extraFramebufferInputs = fragmentMetadata.fragmentInputMask & ~targetMask;
DAWN_INVALID_IF(
extraFramebufferInputs.any(),
"Framebuffer input at index %u is used without a corresponding color target state.",
uint8_t(ityp::Sub(GetHighestBitIndexPlusOne(extraFramebufferInputs),
ColorAttachmentIndex(uint8_t(1)))));
DAWN_TRY(ValidateColorAttachmentBytesPerSample(device, colorAttachmentFormats));
if (multisample.alphaToCoverageEnabled) {
DAWN_INVALID_IF(fragmentMetadata.usesSampleMaskOutput,
"alphaToCoverageEnabled is true when the sample_mask builtin is a "
"pipeline output of fragment stage of %s.",
descriptor->module);
DAWN_INVALID_IF(descriptor->targetCount == 0 ||
descriptor->targets[0].format == wgpu::TextureFormat::Undefined,
"alphaToCoverageEnabled is true when color target[0] is not present.");
const Format* format;
DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor->targets[0].format));
DAWN_INVALID_IF(
!format->HasAlphaChannel(),
"alphaToCoverageEnabled is true when target[0].format (%s) has no alpha channel.",
format->format);
}
if (device->IsCompatibilityMode()) {
DAWN_INVALID_IF(
fragmentMetadata.usesSampleMaskOutput,
"sample_mask is not supported in compatibility mode in the fragment stage (%s, %s)",
descriptor->module, &entryPoint);
// Check that all the color target states match.
ColorAttachmentIndex firstColorTargetIndex{};
const ColorTargetState* firstColorTargetState = nullptr;
for (auto i : IterateBitSet(targetMask)) {
if (!firstColorTargetState) {
firstColorTargetState = &targets[i];
firstColorTargetIndex = i;
continue;
}
DAWN_TRY_CONTEXT(ValidateColorTargetStatesMatch(firstColorTargetIndex,
firstColorTargetState, i, &targets[i]),
"validating targets in compatibility mode.");
}
}
return entryPoint;
}
MaybeError ValidateInterStageMatching(DeviceBase* device,
const VertexState& vertexState,
const ShaderModuleEntryPoint& vertexEntryPoint,
const FragmentState& fragmentState,
const ShaderModuleEntryPoint& fragmentEntryPoint) {
const EntryPointMetadata& vertexMetadata =
vertexState.module->GetEntryPoint(vertexEntryPoint.name);
const EntryPointMetadata& fragmentMetadata =
fragmentState.module->GetEntryPoint(fragmentEntryPoint.name);
size_t maxInterStageShaderVariables = device->GetLimits().v1.maxInterStageShaderVariables;
DAWN_ASSERT(vertexMetadata.usedInterStageVariables.size() == maxInterStageShaderVariables);
DAWN_ASSERT(fragmentMetadata.usedInterStageVariables.size() == maxInterStageShaderVariables);
for (size_t i = 0; i < maxInterStageShaderVariables; ++i) {
if (!vertexMetadata.usedInterStageVariables[i]) {
if (fragmentMetadata.usedInterStageVariables[i]) {
return DAWN_VALIDATION_ERROR(
"The fragment input at location %u doesn't have a corresponding vertex output.",
i);
}
continue;
}
// It is valid that fragment output is a subset of vertex input
if (!fragmentMetadata.usedInterStageVariables[i]) {
continue;
}
const auto& vertexOutputInfo = vertexMetadata.interStageVariables[i];
const auto& fragmentInputInfo = fragmentMetadata.interStageVariables[i];
DAWN_INVALID_IF(
vertexOutputInfo.baseType != fragmentInputInfo.baseType,
"The base type (%s) of the vertex output at location %u is different from the "
"base type (%s) of the fragment input at location %u.",
vertexOutputInfo.baseType, i, fragmentInputInfo.baseType, i);
DAWN_INVALID_IF(vertexOutputInfo.componentCount != fragmentInputInfo.componentCount,
"The component count (%u) of the vertex output at location %u is different "
"from the component count (%u) of the fragment input at location %u.",
vertexOutputInfo.componentCount, i, fragmentInputInfo.componentCount, i);
DAWN_INVALID_IF(
vertexOutputInfo.interpolationType != fragmentInputInfo.interpolationType,
"The interpolation type (%s) of the vertex output at location %u is different "
"from the interpolation type (%s) of the fragment input at location %u.",
vertexOutputInfo.interpolationType, i, fragmentInputInfo.interpolationType, i);
DAWN_INVALID_IF(
vertexOutputInfo.interpolationSampling != fragmentInputInfo.interpolationSampling,
"The interpolation sampling (%s) of the vertex output at location %u is "
"different from the interpolation sampling (%s) of the fragment input at "
"location %u.",
vertexOutputInfo.interpolationSampling, i, fragmentInputInfo.interpolationSampling, i);
}
return {};
}
} // anonymous namespace
// Helper functions
size_t IndexFormatSize(wgpu::IndexFormat format) {
switch (format) {
case wgpu::IndexFormat::Uint16:
return sizeof(uint16_t);
case wgpu::IndexFormat::Uint32:
return sizeof(uint32_t);
case wgpu::IndexFormat::Undefined:
break;
}
DAWN_UNREACHABLE();
}
bool IsStripPrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
return primitiveTopology == wgpu::PrimitiveTopology::LineStrip ||
primitiveTopology == wgpu::PrimitiveTopology::TriangleStrip;
}
MaybeError ValidateRenderPipelineDescriptor(DeviceBase* device,
const RenderPipelineDescriptor* descriptor) {
DAWN_INVALID_IF(descriptor->nextInChain != nullptr, "nextInChain must be nullptr.");
if (descriptor->layout != nullptr) {
DAWN_TRY(device->ValidateObject(descriptor->layout));
}
ShaderModuleEntryPoint vertexEntryPoint;
DAWN_TRY_ASSIGN_CONTEXT(vertexEntryPoint,
ValidateVertexState(device, &descriptor->vertex, descriptor->layout,
descriptor->primitive.topology),
"validating vertex state.");
DAWN_TRY_CONTEXT(ValidatePrimitiveState(device, &descriptor->primitive),
"validating primitive state.");
if (descriptor->depthStencil) {
DAWN_TRY_CONTEXT(ValidateDepthStencilState(device, descriptor->depthStencil),
"validating depthStencil state.");
}
DAWN_TRY_CONTEXT(ValidateMultisampleState(device, &descriptor->multisample),
"validating multisample state.");
DAWN_INVALID_IF(
descriptor->multisample.alphaToCoverageEnabled && descriptor->fragment == nullptr,
"alphaToCoverageEnabled is true when fragment state is not present.");
if (descriptor->fragment != nullptr) {
ShaderModuleEntryPoint fragmentEntryPoint;
DAWN_TRY_ASSIGN_CONTEXT(
fragmentEntryPoint,
ValidateFragmentState(device, descriptor->fragment, descriptor->layout,
descriptor->depthStencil, descriptor->multisample),
"validating fragment state.");
bool hasStorageAttachments =
descriptor->layout != nullptr && descriptor->layout->HasAnyStorageAttachments();
DAWN_INVALID_IF(descriptor->fragment->targetCount == 0 && !descriptor->depthStencil &&
!hasStorageAttachments,
"No attachment was specified (color, depth-stencil or other).");
DAWN_TRY(ValidateInterStageMatching(device, descriptor->vertex, vertexEntryPoint,
*(descriptor->fragment), fragmentEntryPoint));
}
return {};
}
std::vector<StageAndDescriptor> GetRenderStagesAndSetPlaceholderShader(
DeviceBase* device,
const RenderPipelineDescriptor* descriptor) {
std::vector<StageAndDescriptor> stages;
stages.push_back({SingleShaderStage::Vertex, descriptor->vertex.module,
descriptor->vertex.entryPoint, descriptor->vertex.constantCount,
descriptor->vertex.constants});
if (descriptor->fragment != nullptr) {
stages.push_back({SingleShaderStage::Fragment, descriptor->fragment->module,
descriptor->fragment->entryPoint, descriptor->fragment->constantCount,
descriptor->fragment->constants});
} else if (device->IsToggleEnabled(Toggle::UsePlaceholderFragmentInVertexOnlyPipeline)) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
// The placeholder fragment shader module should already be initialized
DAWN_ASSERT(store->placeholderFragmentShader != nullptr);
ShaderModuleBase* placeholderFragmentShader = store->placeholderFragmentShader.Get();
stages.push_back(
{SingleShaderStage::Fragment, placeholderFragmentShader, "fs_empty_main", 0, nullptr});
}
return stages;
}
bool StencilTestEnabled(const DepthStencilState* depthStencil) {
return depthStencil->stencilBack.compare != wgpu::CompareFunction::Always ||
depthStencil->stencilBack.failOp != wgpu::StencilOperation::Keep ||
depthStencil->stencilBack.depthFailOp != wgpu::StencilOperation::Keep ||
depthStencil->stencilBack.passOp != wgpu::StencilOperation::Keep ||
depthStencil->stencilFront.compare != wgpu::CompareFunction::Always ||
depthStencil->stencilFront.failOp != wgpu::StencilOperation::Keep ||
depthStencil->stencilFront.depthFailOp != wgpu::StencilOperation::Keep ||
depthStencil->stencilFront.passOp != wgpu::StencilOperation::Keep;
}
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(DeviceBase* device,
const RenderPipelineDescriptor* descriptor)
: PipelineBase(device,
descriptor->layout,
descriptor->label,
GetRenderStagesAndSetPlaceholderShader(device, descriptor)),
mAttachmentState(device->GetOrCreateAttachmentState(descriptor, GetLayout())) {
mVertexBufferCount = descriptor->vertex.bufferCount;
auto buffers =
ityp::SpanFromUntyped<VertexBufferSlot>(descriptor->vertex.buffers, mVertexBufferCount);
for (auto [slot, buffer] : Enumerate(buffers)) {
// Skip unused slots
if (buffer.stepMode == wgpu::VertexStepMode::VertexBufferNotUsed) {
continue;
}
mVertexBuffersUsed.set(slot);
mVertexBufferInfos[slot].arrayStride = buffer.arrayStride;
mVertexBufferInfos[slot].stepMode = buffer.stepMode;
mVertexBufferInfos[slot].usedBytesInStride = 0;
mVertexBufferInfos[slot].lastStride = 0;
switch (buffer.stepMode) {
case wgpu::VertexStepMode::Vertex:
mVertexBuffersUsedAsVertexBuffer.set(slot);
break;
case wgpu::VertexStepMode::Instance:
mVertexBuffersUsedAsInstanceBuffer.set(slot);
break;
default:
DAWN_UNREACHABLE();
}
auto attributes = ityp::SpanFromUntyped<size_t>(buffer.attributes, buffer.attributeCount);
for (auto [i, attribute] : Enumerate(attributes)) {
VertexAttributeLocation location =
VertexAttributeLocation(static_cast<uint8_t>(attribute.shaderLocation));
mAttributeLocationsUsed.set(location);
mAttributeInfos[location].shaderLocation = location;
mAttributeInfos[location].vertexBufferSlot = slot;
mAttributeInfos[location].offset = attribute.offset;
mAttributeInfos[location].format = attribute.format;
// Compute the access boundary of this attribute by adding attribute format size to
// attribute offset. Although offset is in uint64_t, such sum must be no larger than
// maxVertexBufferArrayStride (2048), which is promised by the GPUVertexBufferLayout
// validation of creating render pipeline. Therefore, calculating in uint16_t will
// cause no overflow.
uint32_t formatByteSize = GetVertexFormatInfo(attribute.format).byteSize;
DAWN_ASSERT(attribute.offset <= 2048);
uint16_t accessBoundary = uint16_t(attribute.offset) + uint16_t(formatByteSize);
mVertexBufferInfos[slot].usedBytesInStride =
std::max(mVertexBufferInfos[slot].usedBytesInStride, accessBoundary);
mVertexBufferInfos[slot].lastStride =
std::max(mVertexBufferInfos[slot].lastStride,
mAttributeInfos[location].offset + formatByteSize);
}
}
mPrimitive = descriptor->primitive;
const PrimitiveDepthClipControl* depthClipControl = nullptr;
FindInChain(mPrimitive.nextInChain, &depthClipControl);
if (depthClipControl) {
mUnclippedDepth = depthClipControl->unclippedDepth;
}
mMultisample = descriptor->multisample;
if (mAttachmentState->HasDepthStencilAttachment()) {
mDepthStencil = *descriptor->depthStencil;
// Reify depth option for stencil-only formats
const Format& format = device->GetValidInternalFormat(mDepthStencil.format);
if (!format.HasDepth()) {
mDepthStencil.depthWriteEnabled = false;
mDepthStencil.depthCompare = wgpu::CompareFunction::Always;
}
if (format.HasDepth() && mDepthStencil.depthCompare == wgpu::CompareFunction::Undefined &&
!mDepthStencil.depthWriteEnabled &&
mDepthStencil.stencilFront.depthFailOp == wgpu::StencilOperation::Keep &&
mDepthStencil.stencilBack.depthFailOp == wgpu::StencilOperation::Keep) {
mDepthStencil.depthCompare = wgpu::CompareFunction::Always;
}
mWritesDepth = mDepthStencil.depthWriteEnabled;
if (mDepthStencil.stencilWriteMask) {
if ((mPrimitive.cullMode != wgpu::CullMode::Front &&
(mDepthStencil.stencilFront.failOp != wgpu::StencilOperation::Keep ||
mDepthStencil.stencilFront.depthFailOp != wgpu::StencilOperation::Keep ||
mDepthStencil.stencilFront.passOp != wgpu::StencilOperation::Keep)) ||
(mPrimitive.cullMode != wgpu::CullMode::Back &&
(mDepthStencil.stencilBack.failOp != wgpu::StencilOperation::Keep ||
mDepthStencil.stencilBack.depthFailOp != wgpu::StencilOperation::Keep ||
mDepthStencil.stencilBack.passOp != wgpu::StencilOperation::Keep))) {
mWritesStencil = true;
}
}
} else {
// These default values below are useful for backends to fill information.
// The values indicate that depth and stencil test are disabled when backends
// set their own depth stencil states/descriptors according to the values in
// mDepthStencil.
mDepthStencil.format = wgpu::TextureFormat::Undefined;
mDepthStencil.depthWriteEnabled = false;
mDepthStencil.depthCompare = wgpu::CompareFunction::Always;
mDepthStencil.stencilBack.compare = wgpu::CompareFunction::Always;
mDepthStencil.stencilBack.failOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilBack.depthFailOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilBack.passOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilFront.compare = wgpu::CompareFunction::Always;
mDepthStencil.stencilFront.failOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilFront.depthFailOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilFront.passOp = wgpu::StencilOperation::Keep;
mDepthStencil.stencilReadMask = 0xff;
mDepthStencil.stencilWriteMask = 0xff;
mDepthStencil.depthBias = 0;
mDepthStencil.depthBiasSlopeScale = 0.0f;
mDepthStencil.depthBiasClamp = 0.0f;
}
for (auto i : IterateBitSet(mAttachmentState->GetColorAttachmentsMask())) {
// Vertex-only render pipeline have no color attachment. For a render pipeline with
// color attachments, there must be a valid FragmentState.
DAWN_ASSERT(descriptor->fragment != nullptr);
const ColorTargetState* target = &descriptor->fragment->targets[static_cast<uint8_t>(i)];
mTargets[i] = *target;
if (target->blend != nullptr) {
mTargetBlend[i] = *target->blend;
mTargets[i].blend = &mTargetBlend[i];
}
}
if (HasStage(SingleShaderStage::Fragment)) {
mUsesFragDepth = GetStage(SingleShaderStage::Fragment).metadata->usesFragDepth;
}
SetContentHash(ComputeContentHash());
GetObjectTrackingList()->Track(this);
// Initialize the cache key to include the cache type and device information.
StreamIn(&mCacheKey, CacheKey::Type::RenderPipeline, device->GetCacheKey());
}
RenderPipelineBase::RenderPipelineBase(DeviceBase* device,
ObjectBase::ErrorTag tag,
const char* label)
: PipelineBase(device, tag, label) {}
RenderPipelineBase::~RenderPipelineBase() = default;
void RenderPipelineBase::DestroyImpl() {
Uncache();
// Remove reference to the attachment state so that we don't have lingering references to
// it preventing it from being uncached in the device.
mAttachmentState = nullptr;
}
// static
RenderPipelineBase* RenderPipelineBase::MakeError(DeviceBase* device, const char* label) {
class ErrorRenderPipeline final : public RenderPipelineBase {
public:
explicit ErrorRenderPipeline(DeviceBase* device, const char* label)
: RenderPipelineBase(device, ObjectBase::kError, label) {}
MaybeError Initialize() override {
DAWN_UNREACHABLE();
return {};
}
};
return new ErrorRenderPipeline(device, label);
}
ObjectType RenderPipelineBase::GetType() const {
return ObjectType::RenderPipeline;
}
const VertexAttributeMask& RenderPipelineBase::GetAttributeLocationsUsed() const {
DAWN_ASSERT(!IsError());
return mAttributeLocationsUsed;
}
const VertexAttributeInfo& RenderPipelineBase::GetAttribute(
VertexAttributeLocation location) const {
DAWN_ASSERT(!IsError());
DAWN_ASSERT(mAttributeLocationsUsed[location]);
return mAttributeInfos[location];
}
const VertexBufferMask& RenderPipelineBase::GetVertexBuffersUsed() const {
DAWN_ASSERT(!IsError());
return mVertexBuffersUsed;
}
const VertexBufferMask& RenderPipelineBase::GetVertexBuffersUsedAsVertexBuffer() const {
DAWN_ASSERT(!IsError());
return mVertexBuffersUsedAsVertexBuffer;
}
const VertexBufferMask& RenderPipelineBase::GetVertexBuffersUsedAsInstanceBuffer() const {
DAWN_ASSERT(!IsError());
return mVertexBuffersUsedAsInstanceBuffer;
}
const VertexBufferInfo& RenderPipelineBase::GetVertexBuffer(VertexBufferSlot slot) const {
DAWN_ASSERT(!IsError());
DAWN_ASSERT(mVertexBuffersUsed[slot]);
return mVertexBufferInfos[slot];
}
uint32_t RenderPipelineBase::GetVertexBufferCount() const {
DAWN_ASSERT(!IsError());
return mVertexBufferCount;
}
const ColorTargetState* RenderPipelineBase::GetColorTargetState(
ColorAttachmentIndex attachmentSlot) const {
DAWN_ASSERT(!IsError());
DAWN_ASSERT(attachmentSlot < mTargets.size());
return &mTargets[attachmentSlot];
}
const DepthStencilState* RenderPipelineBase::GetDepthStencilState() const {
DAWN_ASSERT(!IsError());
return &mDepthStencil;
}
wgpu::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
DAWN_ASSERT(!IsError());
return mPrimitive.topology;
}
wgpu::IndexFormat RenderPipelineBase::GetStripIndexFormat() const {
DAWN_ASSERT(!IsError());
return mPrimitive.stripIndexFormat;
}
wgpu::CullMode RenderPipelineBase::GetCullMode() const {
DAWN_ASSERT(!IsError());
return mPrimitive.cullMode;
}
wgpu::FrontFace RenderPipelineBase::GetFrontFace() const {
DAWN_ASSERT(!IsError());
return mPrimitive.frontFace;
}
bool RenderPipelineBase::IsDepthBiasEnabled() const {
DAWN_ASSERT(!IsError());
return mDepthStencil.depthBias != 0 || mDepthStencil.depthBiasSlopeScale != 0;
}
int32_t RenderPipelineBase::GetDepthBias() const {
DAWN_ASSERT(!IsError());
return mDepthStencil.depthBias;
}
float RenderPipelineBase::GetDepthBiasSlopeScale() const {
DAWN_ASSERT(!IsError());
return mDepthStencil.depthBiasSlopeScale;
}
float RenderPipelineBase::GetDepthBiasClamp() const {
DAWN_ASSERT(!IsError());
return mDepthStencil.depthBiasClamp;
}
bool RenderPipelineBase::HasUnclippedDepth() const {
DAWN_ASSERT(!IsError());
return mUnclippedDepth;
}
ColorAttachmentMask RenderPipelineBase::GetColorAttachmentsMask() const {
DAWN_ASSERT(!IsError());
return mAttachmentState->GetColorAttachmentsMask();
}
bool RenderPipelineBase::HasDepthStencilAttachment() const {
DAWN_ASSERT(!IsError());
return mAttachmentState->HasDepthStencilAttachment();
}
wgpu::TextureFormat RenderPipelineBase::GetColorAttachmentFormat(
ColorAttachmentIndex attachment) const {
DAWN_ASSERT(!IsError());
return mTargets[attachment].format;
}
wgpu::TextureFormat RenderPipelineBase::GetDepthStencilFormat() const {
DAWN_ASSERT(!IsError());
DAWN_ASSERT(mAttachmentState->HasDepthStencilAttachment());
return mDepthStencil.format;
}
uint32_t RenderPipelineBase::GetSampleCount() const {
DAWN_ASSERT(!IsError());
return mAttachmentState->GetSampleCount();
}
uint32_t RenderPipelineBase::GetSampleMask() const {
DAWN_ASSERT(!IsError());
return mMultisample.mask;
}
bool RenderPipelineBase::IsAlphaToCoverageEnabled() const {
DAWN_ASSERT(!IsError());
return mMultisample.alphaToCoverageEnabled;
}
const AttachmentState* RenderPipelineBase::GetAttachmentState() const {
DAWN_ASSERT(!IsError());
return mAttachmentState.Get();
}
bool RenderPipelineBase::WritesDepth() const {
DAWN_ASSERT(!IsError());
return mWritesDepth;
}
bool RenderPipelineBase::WritesStencil() const {
DAWN_ASSERT(!IsError());
return mWritesStencil;
}
bool RenderPipelineBase::UsesFragDepth() const {
DAWN_ASSERT(!IsError());
return mUsesFragDepth;
}
size_t RenderPipelineBase::ComputeContentHash() {
ObjectContentHasher recorder;
// Record modules and layout
recorder.Record(PipelineBase::ComputeContentHash());
// Hierarchically record the attachment state.
// It contains the attachments set, texture formats, and sample count.
recorder.Record(mAttachmentState->GetContentHash());
// Record attachments
for (auto i : IterateBitSet(mAttachmentState->GetColorAttachmentsMask())) {
const ColorTargetState& desc = *GetColorTargetState(i);
recorder.Record(desc.writeMask);
if (desc.blend != nullptr) {
recorder.Record(desc.blend->color.operation, desc.blend->color.srcFactor,
desc.blend->color.dstFactor);
recorder.Record(desc.blend->alpha.operation, desc.blend->alpha.srcFactor,
desc.blend->alpha.dstFactor);
}
}
if (mAttachmentState->HasDepthStencilAttachment()) {
const DepthStencilState& desc = mDepthStencil;
recorder.Record(desc.depthWriteEnabled, desc.depthCompare);
recorder.Record(desc.stencilReadMask, desc.stencilWriteMask);
recorder.Record(desc.stencilFront.compare, desc.stencilFront.failOp,
desc.stencilFront.depthFailOp, desc.stencilFront.passOp);
recorder.Record(desc.stencilBack.compare, desc.stencilBack.failOp,
desc.stencilBack.depthFailOp, desc.stencilBack.passOp);
recorder.Record(desc.depthBias, desc.depthBiasSlopeScale, desc.depthBiasClamp);
}
// Record vertex state
recorder.Record(mAttributeLocationsUsed);
for (VertexAttributeLocation location : IterateBitSet(mAttributeLocationsUsed)) {
const VertexAttributeInfo& desc = GetAttribute(location);
recorder.Record(desc.shaderLocation, desc.vertexBufferSlot, desc.offset, desc.format);
}
recorder.Record(mVertexBuffersUsed);
for (VertexBufferSlot slot : IterateBitSet(mVertexBuffersUsed)) {
const VertexBufferInfo& desc = GetVertexBuffer(slot);
recorder.Record(desc.arrayStride, desc.stepMode);
}
// Record primitive state
recorder.Record(mPrimitive.topology, mPrimitive.stripIndexFormat, mPrimitive.frontFace,
mPrimitive.cullMode, mUnclippedDepth);
// Record multisample state
// Sample count hashed as part of the attachment state
recorder.Record(mMultisample.mask, mMultisample.alphaToCoverageEnabled);
return recorder.GetContentHash();
}
bool RenderPipelineBase::EqualityFunc::operator()(const RenderPipelineBase* a,
const RenderPipelineBase* b) const {
// Check the layout and shader stages.
if (!PipelineBase::EqualForCache(a, b)) {
return false;
}
// Check the attachment state.
// It contains the attachments set, texture formats, and sample count.
if (a->mAttachmentState.Get() != b->mAttachmentState.Get()) {
return false;
}
if (a->mAttachmentState.Get() != nullptr) {
for (auto i : IterateBitSet(a->mAttachmentState->GetColorAttachmentsMask())) {
const ColorTargetState& descA = *a->GetColorTargetState(i);
const ColorTargetState& descB = *b->GetColorTargetState(i);
if (descA.writeMask != descB.writeMask) {
return false;
}
if ((descA.blend == nullptr) != (descB.blend == nullptr)) {
return false;
}
if (descA.blend != nullptr) {
if (descA.blend->color.operation != descB.blend->color.operation ||
descA.blend->color.srcFactor != descB.blend->color.srcFactor ||
descA.blend->color.dstFactor != descB.blend->color.dstFactor) {
return false;
}
if (descA.blend->alpha.operation != descB.blend->alpha.operation ||
descA.blend->alpha.srcFactor != descB.blend->alpha.srcFactor ||
descA.blend->alpha.dstFactor != descB.blend->alpha.dstFactor) {
return false;
}
}
}
// Check depth/stencil state
if (a->mAttachmentState->HasDepthStencilAttachment()) {
const DepthStencilState& stateA = a->mDepthStencil;
const DepthStencilState& stateB = b->mDepthStencil;
DAWN_ASSERT(!std::isnan(stateA.depthBiasSlopeScale));
DAWN_ASSERT(!std::isnan(stateB.depthBiasSlopeScale));
DAWN_ASSERT(!std::isnan(stateA.depthBiasClamp));
DAWN_ASSERT(!std::isnan(stateB.depthBiasClamp));
if (stateA.depthWriteEnabled != stateB.depthWriteEnabled ||
stateA.depthCompare != stateB.depthCompare ||
stateA.depthBias != stateB.depthBias ||
stateA.depthBiasSlopeScale != stateB.depthBiasSlopeScale ||
stateA.depthBiasClamp != stateB.depthBiasClamp) {
return false;
}
if (stateA.stencilFront.compare != stateB.stencilFront.compare ||
stateA.stencilFront.failOp != stateB.stencilFront.failOp ||
stateA.stencilFront.depthFailOp != stateB.stencilFront.depthFailOp ||
stateA.stencilFront.passOp != stateB.stencilFront.passOp) {
return false;
}
if (stateA.stencilBack.compare != stateB.stencilBack.compare ||
stateA.stencilBack.failOp != stateB.stencilBack.failOp ||
stateA.stencilBack.depthFailOp != stateB.stencilBack.depthFailOp ||
stateA.stencilBack.passOp != stateB.stencilBack.passOp) {
return false;
}
if (stateA.stencilReadMask != stateB.stencilReadMask ||
stateA.stencilWriteMask != stateB.stencilWriteMask) {
return false;
}
}
}
// Check vertex state
if (a->mAttributeLocationsUsed != b->mAttributeLocationsUsed) {
return false;
}
for (VertexAttributeLocation loc : IterateBitSet(a->mAttributeLocationsUsed)) {
const VertexAttributeInfo& descA = a->GetAttribute(loc);
const VertexAttributeInfo& descB = b->GetAttribute(loc);
if (descA.shaderLocation != descB.shaderLocation ||
descA.vertexBufferSlot != descB.vertexBufferSlot || descA.offset != descB.offset ||
descA.format != descB.format) {
return false;
}
}
if (a->mVertexBuffersUsed != b->mVertexBuffersUsed) {
return false;
}
for (VertexBufferSlot slot : IterateBitSet(a->mVertexBuffersUsed)) {
const VertexBufferInfo& descA = a->GetVertexBuffer(slot);
const VertexBufferInfo& descB = b->GetVertexBuffer(slot);
if (descA.arrayStride != descB.arrayStride || descA.stepMode != descB.stepMode) {
return false;
}
}
// Check primitive state
{
const PrimitiveState& stateA = a->mPrimitive;
const PrimitiveState& stateB = b->mPrimitive;
if (stateA.topology != stateB.topology ||
stateA.stripIndexFormat != stateB.stripIndexFormat ||
stateA.frontFace != stateB.frontFace || stateA.cullMode != stateB.cullMode ||
a->mUnclippedDepth != b->mUnclippedDepth) {
return false;
}
}
// Check multisample state
{
const MultisampleState& stateA = a->mMultisample;
const MultisampleState& stateB = b->mMultisample;
// Sample count already checked as part of the attachment state.
if (stateA.mask != stateB.mask ||
stateA.alphaToCoverageEnabled != stateB.alphaToCoverageEnabled) {
return false;
}
}
return true;
}
} // namespace dawn::native