| // 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/PipelineGL.h" |
| |
| #include "common/BitSetIterator.h" |
| #include "dawn_native/BindGroupLayout.h" |
| #include "dawn_native/opengl/Forward.h" |
| #include "dawn_native/opengl/OpenGLFunctions.h" |
| #include "dawn_native/opengl/PipelineLayoutGL.h" |
| #include "dawn_native/opengl/ShaderModuleGL.h" |
| |
| #include <iostream> |
| #include <set> |
| |
| namespace dawn_native { namespace opengl { |
| |
| namespace { |
| |
| GLenum GLShaderType(SingleShaderStage stage) { |
| switch (stage) { |
| case SingleShaderStage::Vertex: |
| return GL_VERTEX_SHADER; |
| case SingleShaderStage::Fragment: |
| return GL_FRAGMENT_SHADER; |
| case SingleShaderStage::Compute: |
| return GL_COMPUTE_SHADER; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| } // namespace |
| |
| PipelineGL::PipelineGL() { |
| } |
| |
| void PipelineGL::Initialize(const OpenGLFunctions& gl, |
| const PipelineLayout* layout, |
| const PerStage<const ShaderModule*>& modules) { |
| auto CreateShader = [](const OpenGLFunctions& gl, GLenum type, |
| const char* source) -> GLuint { |
| GLuint shader = gl.CreateShader(type); |
| gl.ShaderSource(shader, 1, &source, nullptr); |
| gl.CompileShader(shader); |
| |
| GLint compileStatus = GL_FALSE; |
| gl.GetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| if (compileStatus == GL_FALSE) { |
| GLint infoLogLength = 0; |
| gl.GetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); |
| |
| if (infoLogLength > 1) { |
| std::vector<char> buffer(infoLogLength); |
| gl.GetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]); |
| std::cout << source << std::endl; |
| std::cout << "Program compilation failed:\n"; |
| std::cout << buffer.data() << std::endl; |
| } |
| } |
| return shader; |
| }; |
| |
| mProgram = gl.CreateProgram(); |
| |
| wgpu::ShaderStage activeStages = wgpu::ShaderStage::None; |
| for (SingleShaderStage stage : IterateStages(kAllStages)) { |
| if (modules[stage] != nullptr) { |
| activeStages |= StageBit(stage); |
| } |
| } |
| |
| for (SingleShaderStage stage : IterateStages(activeStages)) { |
| GLuint shader = CreateShader(gl, GLShaderType(stage), modules[stage]->GetSource()); |
| gl.AttachShader(mProgram, shader); |
| } |
| |
| gl.LinkProgram(mProgram); |
| |
| GLint linkStatus = GL_FALSE; |
| gl.GetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus); |
| if (linkStatus == GL_FALSE) { |
| GLint infoLogLength = 0; |
| gl.GetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &infoLogLength); |
| |
| if (infoLogLength > 1) { |
| std::vector<char> buffer(infoLogLength); |
| gl.GetProgramInfoLog(mProgram, infoLogLength, nullptr, &buffer[0]); |
| std::cout << "Program link failed:\n"; |
| std::cout << buffer.data() << std::endl; |
| } |
| } |
| |
| gl.UseProgram(mProgram); |
| |
| // The uniforms are part of the program state so we can pre-bind buffer units, texture units |
| // etc. |
| const auto& indices = layout->GetBindingIndexInfo(); |
| |
| for (uint32_t group : IterateBitSet(layout->GetBindGroupLayoutsMask())) { |
| const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo(); |
| |
| for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) { |
| if (!groupInfo.mask[binding]) { |
| continue; |
| } |
| |
| std::string name = GetBindingName(group, binding); |
| switch (groupInfo.types[binding]) { |
| case wgpu::BindingType::UniformBuffer: { |
| GLint location = gl.GetUniformBlockIndex(mProgram, name.c_str()); |
| if (location != -1) { |
| gl.UniformBlockBinding(mProgram, location, indices[group][binding]); |
| } |
| } break; |
| |
| case wgpu::BindingType::StorageBuffer: { |
| GLuint location = gl.GetProgramResourceIndex( |
| mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str()); |
| if (location != GL_INVALID_INDEX) { |
| gl.ShaderStorageBlockBinding(mProgram, location, |
| indices[group][binding]); |
| } |
| } break; |
| |
| case wgpu::BindingType::Sampler: |
| case wgpu::BindingType::SampledTexture: |
| // These binding types are handled in the separate sampler and texture |
| // emulation |
| break; |
| |
| case wgpu::BindingType::StorageTexture: |
| case wgpu::BindingType::ReadonlyStorageBuffer: |
| UNREACHABLE(); |
| break; |
| |
| // TODO(shaobo.yan@intel.com): Implement dynamic buffer offset. |
| } |
| } |
| } |
| |
| // Compute links between stages for combined samplers, then bind them to texture units |
| { |
| std::set<CombinedSampler> combinedSamplersSet; |
| for (SingleShaderStage stage : IterateStages(activeStages)) { |
| for (const auto& combined : modules[stage]->GetCombinedSamplerInfo()) { |
| combinedSamplersSet.insert(combined); |
| } |
| } |
| |
| mUnitsForSamplers.resize(layout->GetNumSamplers()); |
| mUnitsForTextures.resize(layout->GetNumSampledTextures()); |
| |
| GLuint textureUnit = layout->GetTextureUnitsUsed(); |
| for (const auto& combined : combinedSamplersSet) { |
| std::string name = combined.GetName(); |
| GLint location = gl.GetUniformLocation(mProgram, name.c_str()); |
| |
| if (location == -1) { |
| continue; |
| } |
| |
| gl.Uniform1i(location, textureUnit); |
| |
| GLuint textureIndex = |
| indices[combined.textureLocation.group][combined.textureLocation.binding]; |
| mUnitsForTextures[textureIndex].push_back(textureUnit); |
| |
| wgpu::TextureComponentType componentType = |
| layout->GetBindGroupLayout(combined.textureLocation.group) |
| ->GetBindingInfo() |
| .textureComponentTypes[combined.textureLocation.binding]; |
| bool shouldUseFiltering = componentType == wgpu::TextureComponentType::Float; |
| |
| GLuint samplerIndex = |
| indices[combined.samplerLocation.group][combined.samplerLocation.binding]; |
| mUnitsForSamplers[samplerIndex].push_back({textureUnit, shouldUseFiltering}); |
| |
| textureUnit++; |
| } |
| } |
| } |
| |
| const std::vector<PipelineGL::SamplerUnit>& PipelineGL::GetTextureUnitsForSampler( |
| GLuint index) const { |
| ASSERT(index < mUnitsForSamplers.size()); |
| return mUnitsForSamplers[index]; |
| } |
| |
| const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTextureView(GLuint index) const { |
| ASSERT(index < mUnitsForSamplers.size()); |
| return mUnitsForTextures[index]; |
| } |
| |
| GLuint PipelineGL::GetProgramHandle() const { |
| return mProgram; |
| } |
| |
| void PipelineGL::ApplyNow(const OpenGLFunctions& gl) { |
| gl.UseProgram(mProgram); |
| } |
| |
| }} // namespace dawn_native::opengl |