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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/opengl/PipelineGL.h"
#include <algorithm>
#include <set>
#include <sstream>
#include <string>
#include "dawn/native/BindGroupLayoutInternal.h"
#include "dawn/native/Device.h"
#include "dawn/native/Pipeline.h"
#include "dawn/native/opengl/BufferGL.h"
#include "dawn/native/opengl/DeviceGL.h"
#include "dawn/native/opengl/Forward.h"
#include "dawn/native/opengl/OpenGLFunctions.h"
#include "dawn/native/opengl/PipelineLayoutGL.h"
#include "dawn/native/opengl/SamplerGL.h"
#include "dawn/native/opengl/ShaderModuleGL.h"
#include "dawn/native/opengl/TextureGL.h"
#include "dawn/native/opengl/UtilsGL.h"
namespace dawn::native::opengl {
PipelineGL::PipelineGL() : mProgram(0) {}
PipelineGL::~PipelineGL() = default;
MaybeError PipelineGL::InitializeBase(const OpenGLFunctions& gl,
const PipelineLayout* layout,
const PerStage<ProgrammableStage>& stages,
bool usesVertexIndex,
bool usesInstanceIndex,
bool usesFragDepth,
VertexAttributeMask bgraSwizzleAttributes) {
mProgram = DAWN_GL_TRY(gl, CreateProgram());
// Compute the set of active stages.
wgpu::ShaderStage activeStages = wgpu::ShaderStage::None;
for (SingleShaderStage stage : IterateStages(kAllStages)) {
if (stages[stage].module != nullptr) {
activeStages |= StageBit(stage);
}
}
// Create an OpenGL shader for each stage and gather the list of combined samplers.
PerStage<CombinedSamplerInfo> combinedSamplers;
bool needsPlaceholderSampler = false;
mNeedsSSBOLengthUniformBuffer = false;
std::vector<GLuint> glShaders;
for (SingleShaderStage stage : IterateStages(activeStages)) {
ShaderModule* module = ToBackend(stages[stage].module.Get());
GLuint shader;
bool needsSSBOLengthUniformBuffer = false;
DAWN_TRY_ASSIGN(shader, module->CompileShader(
gl, stages[stage], stage, usesVertexIndex, usesInstanceIndex,
usesFragDepth, bgraSwizzleAttributes, &combinedSamplers[stage],
layout, &needsPlaceholderSampler,
&mBindingPointEmulatedBuiltins, &needsSSBOLengthUniformBuffer));
mNeedsSSBOLengthUniformBuffer |= needsSSBOLengthUniformBuffer;
// XXX transform to flip some attributes from RGBA to BGRA
DAWN_GL_TRY(gl, AttachShader(mProgram, shader));
glShaders.push_back(shader);
}
if (needsPlaceholderSampler) {
SamplerDescriptor desc = {};
DAWN_ASSERT(desc.minFilter == wgpu::FilterMode::Nearest);
DAWN_ASSERT(desc.magFilter == wgpu::FilterMode::Nearest);
DAWN_ASSERT(desc.mipmapFilter == wgpu::MipmapFilterMode::Nearest);
Ref<SamplerBase> sampler;
DAWN_TRY_ASSIGN(sampler, layout->GetDevice()->GetOrCreateSampler(&desc));
mPlaceholderSampler = ToBackend(std::move(sampler));
}
// Link all the shaders together.
DAWN_GL_TRY(gl, LinkProgram(mProgram));
GLint linkStatus = GL_FALSE;
DAWN_GL_TRY(gl, GetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus));
if (linkStatus == GL_FALSE) {
GLint infoLogLength = 0;
DAWN_GL_TRY(gl, GetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &infoLogLength));
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
DAWN_GL_TRY(gl, GetProgramInfoLog(mProgram, infoLogLength, nullptr, &buffer[0]));
return DAWN_VALIDATION_ERROR("Program link failed:\n%s", buffer.data());
}
}
// Compute links between stages for combined samplers, then bind them to texture units
DAWN_GL_TRY(gl, UseProgram(mProgram));
const auto& indices = layout->GetBindingIndexInfo();
std::set<CombinedSampler> combinedSamplersSet;
for (SingleShaderStage stage : IterateStages(activeStages)) {
for (const CombinedSampler& combined : combinedSamplers[stage]) {
combinedSamplersSet.insert(combined);
}
}
mUnitsForSamplers.resize(layout->GetNumSamplers());
mUnitsForTextures.resize(layout->GetNumSampledTextures());
GLuint textureUnit = layout->GetTextureUnitsUsed();
for (const auto& combined : combinedSamplersSet) {
const std::string& name = combined.GetName();
GLint location = DAWN_GL_TRY(gl, GetUniformLocation(mProgram, name.c_str()));
if (location == -1) {
continue;
}
DAWN_GL_TRY(gl, Uniform1i(location, textureUnit));
bool shouldUseFiltering;
{
const BindGroupLayoutInternalBase* bgl =
layout->GetBindGroupLayout(combined.textureLocation.group);
BindingIndex bindingIndex = bgl->GetBindingIndex(combined.textureLocation.binding);
GLuint textureIndex = indices[combined.textureLocation.group][bindingIndex];
mUnitsForTextures[textureIndex].push_back(textureUnit);
const auto& bindingLayout = bgl->GetBindingInfo(bindingIndex).bindingLayout;
auto sampleType = std::get<TextureBindingInfo>(bindingLayout).sampleType;
shouldUseFiltering = sampleType == wgpu::TextureSampleType::Float ||
sampleType == wgpu::TextureSampleType::Depth;
}
{
if (combined.usePlaceholderSampler) {
mPlaceholderSamplerUnits.push_back(textureUnit);
} else {
const BindGroupLayoutInternalBase* bgl =
layout->GetBindGroupLayout(combined.samplerLocation.group);
BindingIndex bindingIndex = bgl->GetBindingIndex(combined.samplerLocation.binding);
GLuint samplerIndex = indices[combined.samplerLocation.group][bindingIndex];
mUnitsForSamplers[samplerIndex].push_back({textureUnit, shouldUseFiltering});
}
}
textureUnit++;
}
for (GLuint glShader : glShaders) {
DAWN_GL_TRY(gl, DetachShader(mProgram, glShader));
DAWN_GL_TRY(gl, DeleteShader(glShader));
}
return {};
}
void PipelineGL::DeleteProgram(const OpenGLFunctions& gl) {
DAWN_GL_TRY_IGNORE_ERRORS(gl, DeleteProgram(mProgram));
}
const std::vector<PipelineGL::SamplerUnit>& PipelineGL::GetTextureUnitsForSampler(
GLuint index) const {
DAWN_ASSERT(index < mUnitsForSamplers.size());
return mUnitsForSamplers[index];
}
const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTextureView(GLuint index) const {
DAWN_ASSERT(index < mUnitsForTextures.size());
return mUnitsForTextures[index];
}
GLuint PipelineGL::GetProgramHandle() const {
return mProgram;
}
MaybeError PipelineGL::ApplyNow(const OpenGLFunctions& gl, const PipelineLayout* layout) {
DAWN_GL_TRY(gl, UseProgram(mProgram));
for (GLuint unit : mPlaceholderSamplerUnits) {
DAWN_ASSERT(mPlaceholderSampler.Get() != nullptr);
DAWN_GL_TRY(gl, BindSampler(unit, mPlaceholderSampler->GetNonFilteringHandle()));
}
return {};
}
const BindingPointToFunctionAndOffset& PipelineGL::GetBindingPointBuiltinDataInfo() const {
return mBindingPointEmulatedBuiltins;
}
bool PipelineGL::NeedsTextureBuiltinUniformBuffer() const {
return !mBindingPointEmulatedBuiltins.empty();
}
bool PipelineGL::NeedsSSBOLengthUniformBuffer() const {
return mNeedsSSBOLengthUniformBuffer;
}
} // namespace dawn::native::opengl