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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.
#ifndef UTILS_DAWNHELPERS_H_
#define UTILS_DAWNHELPERS_H_
#include <dawn/webgpu_cpp.h>
#include <array>
#include <initializer_list>
#include <vector>
#include "common/Constants.h"
#include "utils/TextureFormatUtils.h"
namespace utils {
enum Expectation { Success, Failure };
wgpu::ShaderModule CreateShaderModuleFromASM(const wgpu::Device& device, const char* source);
wgpu::ShaderModule CreateShaderModule(const wgpu::Device& device, const char* source);
wgpu::Buffer CreateBufferFromData(const wgpu::Device& device,
const void* data,
uint64_t size,
wgpu::BufferUsage usage);
template <typename T>
wgpu::Buffer CreateBufferFromData(const wgpu::Device& device,
wgpu::BufferUsage usage,
std::initializer_list<T> data) {
return CreateBufferFromData(device, data.begin(), uint32_t(sizeof(T) * data.size()), usage);
}
wgpu::ImageCopyBuffer CreateImageCopyBuffer(wgpu::Buffer buffer,
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage = wgpu::kCopyStrideUndefined);
wgpu::ImageCopyTexture CreateImageCopyTexture(
wgpu::Texture texture,
uint32_t level,
wgpu::Origin3D origin,
wgpu::TextureAspect aspect = wgpu::TextureAspect::All);
wgpu::TextureDataLayout CreateTextureDataLayout(
uint64_t offset,
uint32_t bytesPerRow,
uint32_t rowsPerImage = wgpu::kCopyStrideUndefined);
struct ComboRenderPassDescriptor : public wgpu::RenderPassDescriptor {
public:
ComboRenderPassDescriptor(std::initializer_list<wgpu::TextureView> colorAttachmentInfo,
wgpu::TextureView depthStencil = wgpu::TextureView());
ComboRenderPassDescriptor(const ComboRenderPassDescriptor& otherRenderPass);
const ComboRenderPassDescriptor& operator=(
const ComboRenderPassDescriptor& otherRenderPass);
std::array<wgpu::RenderPassColorAttachmentDescriptor, kMaxColorAttachments>
cColorAttachments;
wgpu::RenderPassDepthStencilAttachmentDescriptor cDepthStencilAttachmentInfo = {};
};
struct BasicRenderPass {
public:
BasicRenderPass();
BasicRenderPass(uint32_t width,
uint32_t height,
wgpu::Texture color,
wgpu::TextureFormat texture = kDefaultColorFormat);
static constexpr wgpu::TextureFormat kDefaultColorFormat = wgpu::TextureFormat::RGBA8Unorm;
uint32_t width;
uint32_t height;
wgpu::Texture color;
wgpu::TextureFormat colorFormat;
utils::ComboRenderPassDescriptor renderPassInfo;
};
BasicRenderPass CreateBasicRenderPass(const wgpu::Device& device,
uint32_t width,
uint32_t height);
wgpu::PipelineLayout MakeBasicPipelineLayout(const wgpu::Device& device,
const wgpu::BindGroupLayout* bindGroupLayout);
wgpu::PipelineLayout MakePipelineLayout(const wgpu::Device& device,
std::vector<wgpu::BindGroupLayout> bgls);
extern wgpu::ExternalTextureBindingLayout kExternalTextureBindingLayout;
// Helpers to make creating bind group layouts look nicer:
//
// utils::MakeBindGroupLayout(device, {
// {0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
// {1, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
// {3, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}
// });
struct BindingLayoutEntryInitializationHelper : wgpu::BindGroupLayoutEntry {
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::BufferBindingType bufferType,
bool bufferHasDynamicOffset = false,
uint64_t bufferMinBindingSize = 0);
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::SamplerBindingType samplerType);
BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::TextureSampleType textureSampleType,
wgpu::TextureViewDimension viewDimension = wgpu::TextureViewDimension::e2D,
bool textureMultisampled = false);
BindingLayoutEntryInitializationHelper(
uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::StorageTextureAccess storageTextureAccess,
wgpu::TextureFormat format,
wgpu::TextureViewDimension viewDimension = wgpu::TextureViewDimension::e2D);
BindingLayoutEntryInitializationHelper(uint32_t entryBinding,
wgpu::ShaderStage entryVisibility,
wgpu::ExternalTextureBindingLayout* bindingLayout);
BindingLayoutEntryInitializationHelper(const wgpu::BindGroupLayoutEntry& entry);
};
wgpu::BindGroupLayout MakeBindGroupLayout(
const wgpu::Device& device,
std::initializer_list<BindingLayoutEntryInitializationHelper> entriesInitializer);
// Helpers to make creating bind groups look nicer:
//
// utils::MakeBindGroup(device, layout, {
// {0, mySampler},
// {1, myBuffer, offset, size},
// {3, myTextureView}
// });
// Structure with one constructor per-type of bindings, so that the initializer_list accepts
// bindings with the right type and no extra information.
struct BindingInitializationHelper {
BindingInitializationHelper(uint32_t binding, const wgpu::Sampler& sampler);
BindingInitializationHelper(uint32_t binding, const wgpu::TextureView& textureView);
BindingInitializationHelper(uint32_t binding, const wgpu::ExternalTexture& externalTexture);
BindingInitializationHelper(uint32_t binding,
const wgpu::Buffer& buffer,
uint64_t offset = 0,
uint64_t size = wgpu::kWholeSize);
wgpu::BindGroupEntry GetAsBinding() const;
uint32_t binding;
wgpu::Sampler sampler;
wgpu::TextureView textureView;
wgpu::Buffer buffer;
wgpu::ExternalTextureBindingEntry externalTextureBindingEntry;
uint64_t offset = 0;
uint64_t size = 0;
};
wgpu::BindGroup MakeBindGroup(
const wgpu::Device& device,
const wgpu::BindGroupLayout& layout,
std::initializer_list<BindingInitializationHelper> entriesInitializer);
} // namespace utils
#endif // UTILS_DAWNHELPERS_H_