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// 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/582): Use OES_draw_buffers_indexed where available.
bool supportsIndexedDrawBuffers = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 0);
bool supportsSnormRead =
gl.IsAtLeastGL(4, 4) || gl.IsGLExtensionSupported("GL_EXT_render_snorm");
bool supportsDepthStencilRead =
gl.IsAtLeastGL(3, 0) || gl.IsGLExtensionSupported("GL_NV_read_depth_stencil");
bool supportsSampleVariables = gl.IsAtLeastGL(4, 0) || gl.IsAtLeastGLES(3, 2) ||
gl.IsGLExtensionSupported("GL_OES_sample_variables");
// 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);
SetToggle(Toggle::DisableIndexedDrawBuffers, !supportsIndexedDrawBuffers);
SetToggle(Toggle::DisableSnormRead, !supportsSnormRead);
SetToggle(Toggle::DisableDepthStencilRead, !supportsDepthStencilRead);
SetToggle(Toggle::DisableSampleVariables, !supportsSampleVariables);
SetToggle(Toggle::FlushBeforeClientWaitSync, gl.GetVersion().IsES());
}
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<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
DAWN_TRY(ValidateGLBindGroupDescriptor(descriptor));
return BindGroup::Create(this, descriptor);
}
ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return AcquireRef(new BindGroupLayout(this, descriptor));
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return AcquireRef(new Buffer(this, descriptor));
}
ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return AcquireRef(new CommandBuffer(encoder, descriptor));
}
ResultOrError<Ref<ComputePipelineBase>> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return ComputePipeline::Create(this, descriptor);
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return AcquireRef(new PipelineLayout(this, descriptor));
}
ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) {
return AcquireRef(new QuerySet(this, descriptor));
}
ResultOrError<Ref<RenderPipelineBase>> Device::CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) {
return RenderPipeline::Create(this, descriptor);
}
ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return AcquireRef(new Sampler(this, descriptor));
}
ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult) {
return ShaderModule::Create(this, descriptor, parseResult);
}
ResultOrError<Ref<SwapChainBase>> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return AcquireRef(new SwapChain(this, descriptor));
}
ResultOrError<Ref<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<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return AcquireRef(new TextureView(texture, descriptor));
}
void Device::SubmitFenceSync() {
GLsync sync = gl.FenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
IncrementLastSubmittedCommandSerial();
mFencesInFlight.emplace(sync, GetLastSubmittedCommandSerial());
}
MaybeError Device::ValidateEGLImageCanBeWrapped(const TextureDescriptor* descriptor,
::EGLImage image) {
if (descriptor->dimension != wgpu::TextureDimension::e2D) {
return DAWN_VALIDATION_ERROR("EGLImage texture must be 2D");
}
if (descriptor->usage &
(wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding)) {
return DAWN_VALIDATION_ERROR("EGLImage texture cannot have sampled or storage usage");
}
if (descriptor->mipLevelCount != 1) {
return DAWN_VALIDATION_ERROR("EGLImage mip level count must be 1");
}
if (descriptor->size.depthOrArrayLayers != 1) {
return DAWN_VALIDATION_ERROR("EGLImage array layer count must be 1");
}
if (descriptor->sampleCount != 1) {
return DAWN_VALIDATION_ERROR("EGLImage sample count must be 1");
}
return {};
}
TextureBase* Device::CreateTextureWrappingEGLImage(const ExternalImageDescriptor* descriptor,
::EGLImage image) {
const TextureDescriptor* textureDescriptor =
reinterpret_cast<const TextureDescriptor*>(descriptor->cTextureDescriptor);
if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) {
return nullptr;
}
if (ConsumedError(ValidateEGLImageCanBeWrapped(textureDescriptor, image))) {
return nullptr;
}
GLuint tex;
gl.GenTextures(1, &tex);
gl.BindTexture(GL_TEXTURE_2D, tex);
gl.EGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
GLint width, height, internalFormat;
gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
gl.GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
if (textureDescriptor->size.width != static_cast<uint32_t>(width) ||
textureDescriptor->size.height != static_cast<uint32_t>(height) ||
textureDescriptor->size.depthOrArrayLayers != 1) {
ConsumedError(DAWN_VALIDATION_ERROR("EGLImage size doesn't match descriptor"));
gl.DeleteTextures(1, &tex);
return nullptr;
}
// TODO(dawn:803): Validate the OpenGL texture format from the EGLImage against the format
// in the passed-in TextureDescriptor.
return new Texture(this, textureDescriptor, tex, TextureBase::TextureState::OwnedInternal);
}
MaybeError Device::TickImpl() {
return {};
}
ResultOrError<ExecutionSerial> Device::CheckAndUpdateCompletedSerials() {
ExecutionSerial fenceSerial{0};
while (!mFencesInFlight.empty()) {
GLsync sync = mFencesInFlight.front().first;
ExecutionSerial tentativeSerial = mFencesInFlight.front().second;
// Fence are added in order, so we can stop searching as soon
// as we see one that's not ready.
// TODO(crbug.com/dawn/633): Remove this workaround after the deadlock issue is fixed.
if (IsToggleEnabled(Toggle::FlushBeforeClientWaitSync)) {
gl.Flush();
}
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.");
}
MaybeError Device::CopyFromStagingToTexture(const StagingBufferBase* source,
const TextureDataLayout& src,
TextureCopy* dst,
const Extent3D& copySizePixels) {
return DAWN_UNIMPLEMENTED_ERROR("Device unable to copy from staging buffer to texture.");
}
void Device::ShutDownImpl() {
ASSERT(GetState() == State::Disconnected);
}
MaybeError Device::WaitForIdleForDestruction() {
gl.Finish();
DAWN_TRY(CheckPassedSerials());
ASSERT(mFencesInFlight.empty());
return {};
}
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
return 1;
}
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
return 1;
}
float Device::GetTimestampPeriodInNS() const {
return 1.0f;
}
}} // namespace dawn_native::opengl