| // Copyright 2018 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/DeviceGL.h" |
| |
| #include "dawn_native/BackendConnection.h" |
| #include "dawn_native/BindGroupLayout.h" |
| #include "dawn_native/ErrorData.h" |
| #include "dawn_native/StagingBuffer.h" |
| #include "dawn_native/opengl/BindGroupGL.h" |
| #include "dawn_native/opengl/BindGroupLayoutGL.h" |
| #include "dawn_native/opengl/BufferGL.h" |
| #include "dawn_native/opengl/CommandBufferGL.h" |
| #include "dawn_native/opengl/ComputePipelineGL.h" |
| #include "dawn_native/opengl/PipelineLayoutGL.h" |
| #include "dawn_native/opengl/QuerySetGL.h" |
| #include "dawn_native/opengl/QueueGL.h" |
| #include "dawn_native/opengl/RenderPipelineGL.h" |
| #include "dawn_native/opengl/SamplerGL.h" |
| #include "dawn_native/opengl/ShaderModuleGL.h" |
| #include "dawn_native/opengl/SwapChainGL.h" |
| #include "dawn_native/opengl/TextureGL.h" |
| |
| namespace dawn_native { namespace opengl { |
| |
| // static |
| ResultOrError<Device*> Device::Create(AdapterBase* adapter, |
| const DeviceDescriptor* descriptor, |
| const OpenGLFunctions& functions) { |
| Ref<Device> device = AcquireRef(new Device(adapter, descriptor, functions)); |
| DAWN_TRY(device->Initialize()); |
| return device.Detach(); |
| } |
| |
| Device::Device(AdapterBase* adapter, |
| const DeviceDescriptor* descriptor, |
| const OpenGLFunctions& functions) |
| : DeviceBase(adapter, descriptor), gl(functions) { |
| } |
| |
| Device::~Device() { |
| ShutDownBase(); |
| } |
| |
| MaybeError Device::Initialize() { |
| InitTogglesFromDriver(); |
| mFormatTable = BuildGLFormatTable(); |
| |
| return DeviceBase::Initialize(new Queue(this)); |
| } |
| |
| void Device::InitTogglesFromDriver() { |
| bool supportsBaseVertex = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 2); |
| |
| bool supportsBaseInstance = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(4, 2); |
| |
| // TODO(crbug.com/dawn/343): We can support the extension variants, but need to load the EXT |
| // procs without the extension suffix. |
| // We'll also need emulation of shader builtins gl_BaseVertex and gl_BaseInstance. |
| |
| // supportsBaseVertex |= |
| // (gl.IsAtLeastGLES(2, 0) && |
| // (gl.IsGLExtensionSupported("OES_draw_elements_base_vertex") || |
| // gl.IsGLExtensionSupported("EXT_draw_elements_base_vertex"))) || |
| // (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_draw_elements_base_vertex")); |
| |
| // supportsBaseInstance |= |
| // (gl.IsAtLeastGLES(3, 1) && gl.IsGLExtensionSupported("EXT_base_instance")) || |
| // (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_base_instance")); |
| |
| // TODO(crbug.com/dawn/343): Investigate emulation. |
| SetToggle(Toggle::DisableBaseVertex, !supportsBaseVertex); |
| SetToggle(Toggle::DisableBaseInstance, !supportsBaseInstance); |
| } |
| |
| const GLFormat& Device::GetGLFormat(const Format& format) { |
| ASSERT(format.isSupported); |
| ASSERT(format.GetIndex() < mFormatTable.size()); |
| |
| const GLFormat& result = mFormatTable[format.GetIndex()]; |
| ASSERT(result.isSupportedOnBackend); |
| return result; |
| } |
| |
| ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl( |
| const BindGroupDescriptor* descriptor) { |
| DAWN_TRY(ValidateGLBindGroupDescriptor(descriptor)); |
| return BindGroup::Create(this, descriptor); |
| } |
| ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl( |
| const BindGroupLayoutDescriptor* descriptor) { |
| return new BindGroupLayout(this, descriptor); |
| } |
| ResultOrError<BufferBase*> Device::CreateBufferImpl(const BufferDescriptor* descriptor) { |
| return new Buffer(this, descriptor); |
| } |
| CommandBufferBase* Device::CreateCommandBuffer(CommandEncoder* encoder, |
| const CommandBufferDescriptor* descriptor) { |
| return new CommandBuffer(encoder, descriptor); |
| } |
| ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl( |
| const ComputePipelineDescriptor* descriptor) { |
| return new ComputePipeline(this, descriptor); |
| } |
| ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl( |
| const PipelineLayoutDescriptor* descriptor) { |
| return new PipelineLayout(this, descriptor); |
| } |
| ResultOrError<QuerySetBase*> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) { |
| return new QuerySet(this, descriptor); |
| } |
| ResultOrError<RenderPipelineBase*> Device::CreateRenderPipelineImpl( |
| const RenderPipelineDescriptor* descriptor) { |
| return new RenderPipeline(this, descriptor); |
| } |
| ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) { |
| return new Sampler(this, descriptor); |
| } |
| ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl( |
| const ShaderModuleDescriptor* descriptor) { |
| return ShaderModule::Create(this, descriptor); |
| } |
| ResultOrError<SwapChainBase*> Device::CreateSwapChainImpl( |
| const SwapChainDescriptor* descriptor) { |
| return new SwapChain(this, descriptor); |
| } |
| ResultOrError<NewSwapChainBase*> Device::CreateSwapChainImpl( |
| Surface* surface, |
| NewSwapChainBase* previousSwapChain, |
| const SwapChainDescriptor* descriptor) { |
| return DAWN_VALIDATION_ERROR("New swapchains not implemented."); |
| } |
| ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) { |
| return AcquireRef(new Texture(this, descriptor)); |
| } |
| ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl( |
| TextureBase* texture, |
| const TextureViewDescriptor* descriptor) { |
| return new TextureView(texture, descriptor); |
| } |
| |
| void Device::SubmitFenceSync() { |
| GLsync sync = gl.FenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); |
| IncrementLastSubmittedCommandSerial(); |
| mFencesInFlight.emplace(sync, GetLastSubmittedCommandSerial()); |
| } |
| |
| MaybeError Device::TickImpl() { |
| return {}; |
| } |
| |
| Serial Device::CheckAndUpdateCompletedSerials() { |
| Serial fenceSerial = 0; |
| while (!mFencesInFlight.empty()) { |
| GLsync sync = mFencesInFlight.front().first; |
| Serial tentativeSerial = mFencesInFlight.front().second; |
| |
| // Fence are added in order, so we can stop searching as soon |
| // as we see one that's not ready. |
| GLenum result = gl.ClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0); |
| if (result == GL_TIMEOUT_EXPIRED) { |
| return fenceSerial; |
| } |
| // Update fenceSerial since fence is ready. |
| fenceSerial = tentativeSerial; |
| |
| gl.DeleteSync(sync); |
| |
| mFencesInFlight.pop(); |
| |
| ASSERT(fenceSerial > GetCompletedCommandSerial()); |
| } |
| return fenceSerial; |
| } |
| |
| ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) { |
| return DAWN_UNIMPLEMENTED_ERROR("Device unable to create staging buffer."); |
| } |
| |
| MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source, |
| uint64_t sourceOffset, |
| BufferBase* destination, |
| uint64_t destinationOffset, |
| uint64_t size) { |
| return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer."); |
| } |
| |
| void Device::ShutDownImpl() { |
| ASSERT(GetState() == State::Disconnected); |
| } |
| |
| MaybeError Device::WaitForIdleForDestruction() { |
| gl.Finish(); |
| CheckPassedSerials(); |
| ASSERT(mFencesInFlight.empty()); |
| |
| return {}; |
| } |
| |
| }} // namespace dawn_native::opengl |