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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/opengl/RenderPipelineGL.h"
#include "dawn_native/opengl/DeviceGL.h"
#include "dawn_native/opengl/Forward.h"
#include "dawn_native/opengl/PersistentPipelineStateGL.h"
#include "dawn_native/opengl/UtilsGL.h"
namespace dawn_native { namespace opengl {
namespace {
GLenum GLPrimitiveTopology(wgpu::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case wgpu::PrimitiveTopology::PointList:
return GL_POINTS;
case wgpu::PrimitiveTopology::LineList:
return GL_LINES;
case wgpu::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case wgpu::PrimitiveTopology::TriangleList:
return GL_TRIANGLES;
case wgpu::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
}
}
void ApplyFrontFaceAndCulling(const OpenGLFunctions& gl,
wgpu::FrontFace face,
wgpu::CullMode mode) {
// Note that we invert winding direction in OpenGL. Because Y axis is up in OpenGL,
// which is different from WebGPU and other backends (Y axis is down).
GLenum direction = (face == wgpu::FrontFace::CCW) ? GL_CW : GL_CCW;
gl.FrontFace(direction);
if (mode == wgpu::CullMode::None) {
gl.Disable(GL_CULL_FACE);
} else {
gl.Enable(GL_CULL_FACE);
GLenum cullMode = (mode == wgpu::CullMode::Front) ? GL_FRONT : GL_BACK;
gl.CullFace(cullMode);
}
}
GLenum GLBlendFactor(wgpu::BlendFactor factor, bool alpha) {
switch (factor) {
case wgpu::BlendFactor::Zero:
return GL_ZERO;
case wgpu::BlendFactor::One:
return GL_ONE;
case wgpu::BlendFactor::SrcColor:
return GL_SRC_COLOR;
case wgpu::BlendFactor::OneMinusSrcColor:
return GL_ONE_MINUS_SRC_COLOR;
case wgpu::BlendFactor::SrcAlpha:
return GL_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrcAlpha:
return GL_ONE_MINUS_SRC_ALPHA;
case wgpu::BlendFactor::DstColor:
return GL_DST_COLOR;
case wgpu::BlendFactor::OneMinusDstColor:
return GL_ONE_MINUS_DST_COLOR;
case wgpu::BlendFactor::DstAlpha:
return GL_DST_ALPHA;
case wgpu::BlendFactor::OneMinusDstAlpha:
return GL_ONE_MINUS_DST_ALPHA;
case wgpu::BlendFactor::SrcAlphaSaturated:
return GL_SRC_ALPHA_SATURATE;
case wgpu::BlendFactor::BlendColor:
return alpha ? GL_CONSTANT_ALPHA : GL_CONSTANT_COLOR;
case wgpu::BlendFactor::OneMinusBlendColor:
return alpha ? GL_ONE_MINUS_CONSTANT_ALPHA : GL_ONE_MINUS_CONSTANT_COLOR;
}
}
GLenum GLBlendMode(wgpu::BlendOperation operation) {
switch (operation) {
case wgpu::BlendOperation::Add:
return GL_FUNC_ADD;
case wgpu::BlendOperation::Subtract:
return GL_FUNC_SUBTRACT;
case wgpu::BlendOperation::ReverseSubtract:
return GL_FUNC_REVERSE_SUBTRACT;
case wgpu::BlendOperation::Min:
return GL_MIN;
case wgpu::BlendOperation::Max:
return GL_MAX;
}
}
void ApplyColorState(const OpenGLFunctions& gl,
ColorAttachmentIndex attachment,
const ColorStateDescriptor* descriptor) {
GLuint colorBuffer = static_cast<GLuint>(static_cast<uint8_t>(attachment));
if (BlendEnabled(descriptor)) {
gl.Enablei(GL_BLEND, colorBuffer);
gl.BlendEquationSeparatei(colorBuffer,
GLBlendMode(descriptor->colorBlend.operation),
GLBlendMode(descriptor->alphaBlend.operation));
gl.BlendFuncSeparatei(colorBuffer,
GLBlendFactor(descriptor->colorBlend.srcFactor, false),
GLBlendFactor(descriptor->colorBlend.dstFactor, false),
GLBlendFactor(descriptor->alphaBlend.srcFactor, true),
GLBlendFactor(descriptor->alphaBlend.dstFactor, true));
} else {
gl.Disablei(GL_BLEND, colorBuffer);
}
gl.ColorMaski(colorBuffer, descriptor->writeMask & wgpu::ColorWriteMask::Red,
descriptor->writeMask & wgpu::ColorWriteMask::Green,
descriptor->writeMask & wgpu::ColorWriteMask::Blue,
descriptor->writeMask & wgpu::ColorWriteMask::Alpha);
}
GLuint OpenGLStencilOperation(wgpu::StencilOperation stencilOperation) {
switch (stencilOperation) {
case wgpu::StencilOperation::Keep:
return GL_KEEP;
case wgpu::StencilOperation::Zero:
return GL_ZERO;
case wgpu::StencilOperation::Replace:
return GL_REPLACE;
case wgpu::StencilOperation::Invert:
return GL_INVERT;
case wgpu::StencilOperation::IncrementClamp:
return GL_INCR;
case wgpu::StencilOperation::DecrementClamp:
return GL_DECR;
case wgpu::StencilOperation::IncrementWrap:
return GL_INCR_WRAP;
case wgpu::StencilOperation::DecrementWrap:
return GL_DECR_WRAP;
}
}
void ApplyDepthStencilState(const OpenGLFunctions& gl,
const DepthStencilStateDescriptor* descriptor,
PersistentPipelineState* persistentPipelineState) {
// Depth writes only occur if depth is enabled
if (descriptor->depthCompare == wgpu::CompareFunction::Always &&
!descriptor->depthWriteEnabled) {
gl.Disable(GL_DEPTH_TEST);
} else {
gl.Enable(GL_DEPTH_TEST);
}
if (descriptor->depthWriteEnabled) {
gl.DepthMask(GL_TRUE);
} else {
gl.DepthMask(GL_FALSE);
}
gl.DepthFunc(ToOpenGLCompareFunction(descriptor->depthCompare));
if (StencilTestEnabled(descriptor)) {
gl.Enable(GL_STENCIL_TEST);
} else {
gl.Disable(GL_STENCIL_TEST);
}
GLenum backCompareFunction = ToOpenGLCompareFunction(descriptor->stencilBack.compare);
GLenum frontCompareFunction = ToOpenGLCompareFunction(descriptor->stencilFront.compare);
persistentPipelineState->SetStencilFuncsAndMask(
gl, backCompareFunction, frontCompareFunction, descriptor->stencilReadMask);
gl.StencilOpSeparate(GL_BACK, OpenGLStencilOperation(descriptor->stencilBack.failOp),
OpenGLStencilOperation(descriptor->stencilBack.depthFailOp),
OpenGLStencilOperation(descriptor->stencilBack.passOp));
gl.StencilOpSeparate(GL_FRONT, OpenGLStencilOperation(descriptor->stencilFront.failOp),
OpenGLStencilOperation(descriptor->stencilFront.depthFailOp),
OpenGLStencilOperation(descriptor->stencilFront.passOp));
gl.StencilMask(descriptor->stencilWriteMask);
}
} // anonymous namespace
RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor)
: RenderPipelineBase(device, descriptor),
mVertexArrayObject(0),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
PerStage<const ShaderModule*> modules(nullptr);
modules[SingleShaderStage::Vertex] = ToBackend(descriptor->vertexStage.module);
modules[SingleShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
PipelineGL::Initialize(device->gl, ToBackend(GetLayout()), GetAllStages());
CreateVAOForVertexState(descriptor->vertexState);
}
RenderPipeline::~RenderPipeline() {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
gl.DeleteVertexArrays(1, &mVertexArrayObject);
gl.BindVertexArray(0);
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return mGlPrimitiveTopology;
}
ityp::bitset<VertexAttributeLocation, kMaxVertexAttributes>
RenderPipeline::GetAttributesUsingVertexBuffer(VertexBufferSlot slot) const {
ASSERT(!IsError());
return mAttributesUsingVertexBuffer[slot];
}
void RenderPipeline::CreateVAOForVertexState(const VertexStateDescriptor* vertexState) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
gl.GenVertexArrays(1, &mVertexArrayObject);
gl.BindVertexArray(mVertexArrayObject);
for (VertexAttributeLocation location : IterateBitSet(GetAttributeLocationsUsed())) {
const auto& attribute = GetAttribute(location);
GLuint glAttrib = static_cast<GLuint>(static_cast<uint8_t>(location));
gl.EnableVertexAttribArray(glAttrib);
mAttributesUsingVertexBuffer[attribute.vertexBufferSlot][location] = true;
const VertexBufferInfo& vertexBuffer = GetVertexBuffer(attribute.vertexBufferSlot);
if (vertexBuffer.arrayStride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
gl.VertexAttribDivisor(glAttrib, 0xffffffff);
} else {
switch (vertexBuffer.stepMode) {
case wgpu::InputStepMode::Vertex:
break;
case wgpu::InputStepMode::Instance:
gl.VertexAttribDivisor(glAttrib, 1);
break;
}
}
}
}
void RenderPipeline::ApplyNow(PersistentPipelineState& persistentPipelineState) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
PipelineGL::ApplyNow(gl);
ASSERT(mVertexArrayObject);
gl.BindVertexArray(mVertexArrayObject);
ApplyFrontFaceAndCulling(gl, GetFrontFace(), GetCullMode());
ApplyDepthStencilState(gl, GetDepthStencilStateDescriptor(), &persistentPipelineState);
gl.SampleMaski(0, GetSampleMask());
if (IsAlphaToCoverageEnabled()) {
gl.Enable(GL_SAMPLE_ALPHA_TO_COVERAGE);
} else {
gl.Disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
if (IsDepthBiasEnabled()) {
gl.Enable(GL_POLYGON_OFFSET_FILL);
float depthBias = GetDepthBias();
float slopeScale = GetDepthBiasSlopeScale();
if (gl.PolygonOffsetClamp != nullptr) {
gl.PolygonOffsetClamp(slopeScale, depthBias, GetDepthBiasClamp());
} else {
gl.PolygonOffset(slopeScale, depthBias);
}
} else {
gl.Disable(GL_POLYGON_OFFSET_FILL);
}
for (ColorAttachmentIndex attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
ApplyColorState(gl, attachmentSlot, GetColorStateDescriptor(attachmentSlot));
}
}
}} // namespace dawn_native::opengl