blob: b04fe0c7cb7e7110f1bb372640c8f1c358b7e6ab [file] [log] [blame]
/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/graphite/dawn/DawnCommandBuffer.h"
#include "src/gpu/graphite/Log.h"
#include "src/gpu/graphite/RenderPassDesc.h"
#include "src/gpu/graphite/TextureProxy.h"
#include "src/gpu/graphite/compute/DispatchGroup.h"
#include "src/gpu/graphite/dawn/DawnBuffer.h"
#include "src/gpu/graphite/dawn/DawnCaps.h"
#include "src/gpu/graphite/dawn/DawnComputePipeline.h"
#include "src/gpu/graphite/dawn/DawnGraphicsPipeline.h"
#include "src/gpu/graphite/dawn/DawnGraphiteUtilsPriv.h"
#include "src/gpu/graphite/dawn/DawnQueueManager.h"
#include "src/gpu/graphite/dawn/DawnResourceProvider.h"
#include "src/gpu/graphite/dawn/DawnSampler.h"
#include "src/gpu/graphite/dawn/DawnSharedContext.h"
#include "src/gpu/graphite/dawn/DawnTexture.h"
namespace skgpu::graphite {
namespace {
using IntrinsicConstant = float[4];
constexpr int kBufferBindingOffsetAlignment = 256;
constexpr int kIntrinsicConstantAlignedSize =
SkAlignTo(sizeof(IntrinsicConstant), kBufferBindingOffsetAlignment);
#if defined(__EMSCRIPTEN__)
// When running against WebGPU in WASM we don't have the wgpu::CommandBuffer::WriteBuffer method. We
// allocate a fixed size buffer to hold the intrinsics constants. If we overflow we allocate another
// buffer.
constexpr int kNumSlotsForIntrinsicConstantBuffer = 8;
#endif
} // namespace
std::unique_ptr<DawnCommandBuffer> DawnCommandBuffer::Make(const DawnSharedContext* sharedContext,
DawnResourceProvider* resourceProvider) {
std::unique_ptr<DawnCommandBuffer> cmdBuffer(
new DawnCommandBuffer(sharedContext, resourceProvider));
if (!cmdBuffer->setNewCommandBufferResources()) {
return {};
}
return cmdBuffer;
}
DawnCommandBuffer::DawnCommandBuffer(const DawnSharedContext* sharedContext,
DawnResourceProvider* resourceProvider)
: fSharedContext(sharedContext)
, fResourceProvider(resourceProvider) {}
DawnCommandBuffer::~DawnCommandBuffer() {}
wgpu::CommandBuffer DawnCommandBuffer::finishEncoding() {
SkASSERT(fCommandEncoder);
wgpu::CommandBuffer cmdBuffer = fCommandEncoder.Finish();
fCommandEncoder = nullptr;
return cmdBuffer;
}
void DawnCommandBuffer::onResetCommandBuffer() {
fIntrinsicConstantBuffer = nullptr;
fActiveGraphicsPipeline = nullptr;
fActiveRenderPassEncoder = nullptr;
fActiveComputePassEncoder = nullptr;
fCommandEncoder = nullptr;
for (auto& bufferSlot : fBoundUniformBuffers) {
bufferSlot = nullptr;
}
fBoundUniformBuffersDirty = true;
}
bool DawnCommandBuffer::setNewCommandBufferResources() {
SkASSERT(!fCommandEncoder);
fCommandEncoder = fSharedContext->device().CreateCommandEncoder();
SkASSERT(fCommandEncoder);
return true;
}
bool DawnCommandBuffer::onAddRenderPass(const RenderPassDesc& renderPassDesc,
const Texture* colorTexture,
const Texture* resolveTexture,
const Texture* depthStencilTexture,
SkRect viewport,
const DrawPassList& drawPasses) {
// Update viewport's constant buffer before starting a render pass.
this->preprocessViewport(viewport);
if (!this->beginRenderPass(renderPassDesc, colorTexture, resolveTexture, depthStencilTexture)) {
return false;
}
this->setViewport(viewport);
for (const auto& drawPass : drawPasses) {
if (!this->addDrawPass(drawPass.get())) SK_UNLIKELY {
this->endRenderPass();
return false;
}
}
this->endRenderPass();
return true;
}
bool DawnCommandBuffer::onAddComputePass(DispatchGroupSpan groups) {
this->beginComputePass();
for (const auto& group : groups) {
group->addResourceRefs(this);
for (const auto& dispatch : group->dispatches()) {
this->bindComputePipeline(group->getPipeline(dispatch.fPipelineIndex));
this->bindDispatchResources(*group, dispatch);
if (const WorkgroupSize* globalSize =
std::get_if<WorkgroupSize>(&dispatch.fGlobalSizeOrIndirect)) {
this->dispatchWorkgroups(*globalSize);
} else {
SkASSERT(std::holds_alternative<BufferView>(dispatch.fGlobalSizeOrIndirect));
const BufferView& indirect =
*std::get_if<BufferView>(&dispatch.fGlobalSizeOrIndirect);
this->dispatchWorkgroupsIndirect(indirect.fInfo.fBuffer, indirect.fInfo.fOffset);
}
}
}
this->endComputePass();
return true;
}
bool DawnCommandBuffer::beginRenderPass(const RenderPassDesc& renderPassDesc,
const Texture* colorTexture,
const Texture* resolveTexture,
const Texture* depthStencilTexture) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
constexpr static wgpu::LoadOp wgpuLoadActionMap[]{
wgpu::LoadOp::Load,
wgpu::LoadOp::Clear,
wgpu::LoadOp::Clear // Don't care
};
static_assert((int)LoadOp::kLoad == 0);
static_assert((int)LoadOp::kClear == 1);
static_assert((int)LoadOp::kDiscard == 2);
static_assert(std::size(wgpuLoadActionMap) == kLoadOpCount);
constexpr static wgpu::StoreOp wgpuStoreActionMap[]{wgpu::StoreOp::Store,
wgpu::StoreOp::Discard};
static_assert((int)StoreOp::kStore == 0);
static_assert((int)StoreOp::kDiscard == 1);
static_assert(std::size(wgpuStoreActionMap) == kStoreOpCount);
wgpu::RenderPassDescriptor wgpuRenderPass = {};
wgpu::RenderPassColorAttachment wgpuColorAttachment;
wgpu::RenderPassDepthStencilAttachment wgpuDepthStencilAttachment;
// Set up color attachment.
#ifndef __EMSCRIPTEN__
wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
#endif
auto& colorInfo = renderPassDesc.fColorAttachment;
bool loadMSAAFromResolveExplicitly = false;
if (colorTexture) {
wgpuRenderPass.colorAttachments = &wgpuColorAttachment;
wgpuRenderPass.colorAttachmentCount = 1;
// TODO: check Texture matches RenderPassDesc
const auto* dawnColorTexture = static_cast<const DawnTexture*>(colorTexture);
SkASSERT(dawnColorTexture->renderTextureView());
wgpuColorAttachment.view = dawnColorTexture->renderTextureView();
const std::array<float, 4>& clearColor = renderPassDesc.fClearColor;
wgpuColorAttachment.clearValue = {
clearColor[0], clearColor[1], clearColor[2], clearColor[3]};
wgpuColorAttachment.loadOp = wgpuLoadActionMap[static_cast<int>(colorInfo.fLoadOp)];
wgpuColorAttachment.storeOp = wgpuStoreActionMap[static_cast<int>(colorInfo.fStoreOp)];
// Set up resolve attachment
if (resolveTexture) {
SkASSERT(renderPassDesc.fColorResolveAttachment.fStoreOp == StoreOp::kStore);
// TODO: check Texture matches RenderPassDesc
const auto* dawnResolveTexture = static_cast<const DawnTexture*>(resolveTexture);
SkASSERT(dawnResolveTexture->renderTextureView());
wgpuColorAttachment.resolveTarget = dawnResolveTexture->renderTextureView();
// Inclusion of a resolve texture implies the client wants to finish the
// renderpass with a resolve.
SkASSERT(wgpuColorAttachment.storeOp == wgpu::StoreOp::Discard);
// But it also means we have to load the resolve texture into the MSAA color attachment
loadMSAAFromResolveExplicitly =
renderPassDesc.fColorResolveAttachment.fLoadOp == LoadOp::kLoad;
// TODO: If the color resolve texture is read-only we can use a private (vs. memoryless)
// msaa attachment that's coupled to the framebuffer and the StoreAndMultisampleResolve
// action instead of loading as a draw.
} else {
[[maybe_unused]] bool isMSAAToSingleSampled = renderPassDesc.fSampleCount > 1 &&
colorTexture->numSamples() == 1;
#if defined(__EMSCRIPTEN__)
SkASSERT(!isMSAAToSingleSampled);
#else
if (isMSAAToSingleSampled) {
// If render pass is multi sampled but the color attachment is single sampled, we
// need to activate multisampled render to single sampled feature for this render
// pass.
SkASSERT(fSharedContext->device().HasFeature(
wgpu::FeatureName::MSAARenderToSingleSampled));
wgpuColorAttachment.nextInChain = &mssaRenderToSingleSampledDesc;
mssaRenderToSingleSampledDesc.implicitSampleCount = renderPassDesc.fSampleCount;
}
#endif
}
}
// Set up stencil/depth attachment
auto& depthStencilInfo = renderPassDesc.fDepthStencilAttachment;
if (depthStencilTexture) {
const auto* dawnDepthStencilTexture = static_cast<const DawnTexture*>(depthStencilTexture);
auto format = dawnDepthStencilTexture->textureInfo().dawnTextureSpec().getViewFormat();
SkASSERT(DawnFormatIsDepthOrStencil(format));
// TODO: check Texture matches RenderPassDesc
SkASSERT(dawnDepthStencilTexture->renderTextureView());
wgpuDepthStencilAttachment.view = dawnDepthStencilTexture->renderTextureView();
if (DawnFormatIsDepth(format)) {
wgpuDepthStencilAttachment.depthClearValue = renderPassDesc.fClearDepth;
wgpuDepthStencilAttachment.depthLoadOp =
wgpuLoadActionMap[static_cast<int>(depthStencilInfo.fLoadOp)];
wgpuDepthStencilAttachment.depthStoreOp =
wgpuStoreActionMap[static_cast<int>(depthStencilInfo.fStoreOp)];
}
if (DawnFormatIsStencil(format)) {
wgpuDepthStencilAttachment.stencilClearValue = renderPassDesc.fClearStencil;
wgpuDepthStencilAttachment.stencilLoadOp =
wgpuLoadActionMap[static_cast<int>(depthStencilInfo.fLoadOp)];
wgpuDepthStencilAttachment.stencilStoreOp =
wgpuStoreActionMap[static_cast<int>(depthStencilInfo.fStoreOp)];
}
wgpuRenderPass.depthStencilAttachment = &wgpuDepthStencilAttachment;
} else {
SkASSERT(!depthStencilInfo.fTextureInfo.isValid());
}
if (loadMSAAFromResolveExplicitly) {
// Manually load the contents of the resolve texture into the MSAA attachment as a draw,
// so the actual load op for the MSAA attachment had better have been discard.
if (!this->loadMSAAFromResolveAndBeginRenderPassEncoder(
renderPassDesc,
wgpuRenderPass,
static_cast<const DawnTexture*>(colorTexture))) {
return false;
}
}
else {
fActiveRenderPassEncoder = fCommandEncoder.BeginRenderPass(&wgpuRenderPass);
}
return true;
}
bool DawnCommandBuffer::loadMSAAFromResolveAndBeginRenderPassEncoder(
const RenderPassDesc& frontendRenderPassDesc,
const wgpu::RenderPassDescriptor& wgpuRenderPassDesc,
const DawnTexture* msaaTexture) {
SkASSERT(!fActiveRenderPassEncoder);
// Copy from resolve texture to an intermediate texture. Using blit with draw
// pipeline because the resolveTexture might be created from a swapchain, and it
// is possible that only its texture view is available. So onCopyTextureToTexture()
// which operates on wgpu::Texture instead of wgpu::TextureView cannot be used in that case.
auto msaaLoadTexture = fResourceProvider->findOrCreateDiscardableMSAALoadTexture(
msaaTexture->dimensions(), msaaTexture->textureInfo());
if (!msaaLoadTexture) {
SKGPU_LOG_E("DawnCommandBuffer::loadMSAAFromResolveAndBeginRenderPassEncoder: "
"Can't create MSAA Load Texture.");
return false;
}
this->trackCommandBufferResource(msaaLoadTexture);
// Creating intermediate render pass (copy from resolve texture -> MSAA load texture)
RenderPassDesc intermediateRenderPassDesc = {};
intermediateRenderPassDesc.fColorAttachment.fLoadOp = LoadOp::kDiscard;
intermediateRenderPassDesc.fColorAttachment.fStoreOp = StoreOp::kStore;
intermediateRenderPassDesc.fColorAttachment.fTextureInfo =
frontendRenderPassDesc.fColorResolveAttachment.fTextureInfo;
wgpu::RenderPassColorAttachment wgpuIntermediateColorAttachment;
// Dawn doesn't support actual DontCare so use LoadOp::Clear.
wgpuIntermediateColorAttachment.loadOp = wgpu::LoadOp::Clear;
wgpuIntermediateColorAttachment.clearValue = {1, 1, 1, 1};
wgpuIntermediateColorAttachment.storeOp = wgpu::StoreOp::Store;
wgpuIntermediateColorAttachment.view = msaaLoadTexture->renderTextureView();
wgpu::RenderPassDescriptor wgpuIntermediateRenderPassDesc;
wgpuIntermediateRenderPassDesc.colorAttachmentCount = 1;
wgpuIntermediateRenderPassDesc.colorAttachments = &wgpuIntermediateColorAttachment;
auto renderPassEncoder = fCommandEncoder.BeginRenderPass(&wgpuIntermediateRenderPassDesc);
bool blitSucceeded = this->doBlitWithDraw(
renderPassEncoder,
intermediateRenderPassDesc,
/*sourceTextureView=*/wgpuRenderPassDesc.colorAttachments[0].resolveTarget,
msaaTexture->dimensions().width(),
msaaTexture->dimensions().height());
renderPassEncoder.End();
if (!blitSucceeded) {
return false;
}
// Start actual render pass (blit from MSAA load texture -> MSAA texture)
renderPassEncoder = fCommandEncoder.BeginRenderPass(&wgpuRenderPassDesc);
if (!this->doBlitWithDraw(renderPassEncoder,
frontendRenderPassDesc,
/*sourceTextureView=*/msaaLoadTexture->renderTextureView(),
msaaTexture->dimensions().width(),
msaaTexture->dimensions().height())) {
renderPassEncoder.End();
return false;
}
fActiveRenderPassEncoder = renderPassEncoder;
return true;
}
bool DawnCommandBuffer::doBlitWithDraw(const wgpu::RenderPassEncoder& renderEncoder,
const RenderPassDesc& frontendRenderPassDesc,
const wgpu::TextureView& sourceTextureView,
int width,
int height) {
auto loadPipeline = fResourceProvider->findOrCreateBlitWithDrawPipeline(frontendRenderPassDesc);
if (!loadPipeline) {
SKGPU_LOG_E("Unable to create pipeline to blit with draw");
return false;
}
SkASSERT(renderEncoder);
renderEncoder.SetPipeline(loadPipeline);
// The load msaa pipeline takes no uniforms, no vertex/instance attributes and only uses
// one texture that does not require a sampler.
// TODO: b/260368758
// cache single texture's bind group creation.
wgpu::BindGroupEntry entry;
entry.binding = 0;
entry.textureView = sourceTextureView;
wgpu::BindGroupDescriptor desc;
desc.layout = loadPipeline.GetBindGroupLayout(0);
desc.entryCount = 1;
desc.entries = &entry;
auto bindGroup = fSharedContext->device().CreateBindGroup(&desc);
renderEncoder.SetBindGroup(0, bindGroup);
renderEncoder.SetScissorRect(0, 0, width, height);
renderEncoder.SetViewport(0, 0, width, height, 0, 1);
// Fullscreen triangle
renderEncoder.Draw(3);
return true;
}
void DawnCommandBuffer::endRenderPass() {
SkASSERT(fActiveRenderPassEncoder);
fActiveRenderPassEncoder.End();
fActiveRenderPassEncoder = nullptr;
}
bool DawnCommandBuffer::addDrawPass(const DrawPass* drawPass) {
drawPass->addResourceRefs(this);
for (auto [type, cmdPtr] : drawPass->commands()) {
switch (type) {
case DrawPassCommands::Type::kBindGraphicsPipeline: {
auto bgp = static_cast<DrawPassCommands::BindGraphicsPipeline*>(cmdPtr);
if (!this->bindGraphicsPipeline(drawPass->getPipeline(bgp->fPipelineIndex)))
SK_UNLIKELY { return false; }
break;
}
case DrawPassCommands::Type::kSetBlendConstants: {
auto sbc = static_cast<DrawPassCommands::SetBlendConstants*>(cmdPtr);
this->setBlendConstants(sbc->fBlendConstants);
break;
}
case DrawPassCommands::Type::kBindUniformBuffer: {
auto bub = static_cast<DrawPassCommands::BindUniformBuffer*>(cmdPtr);
this->bindUniformBuffer(bub->fInfo, bub->fSlot);
break;
}
case DrawPassCommands::Type::kBindDrawBuffers: {
auto bdb = static_cast<DrawPassCommands::BindDrawBuffers*>(cmdPtr);
this->bindDrawBuffers(
bdb->fVertices, bdb->fInstances, bdb->fIndices, bdb->fIndirect);
break;
}
case DrawPassCommands::Type::kBindTexturesAndSamplers: {
auto bts = static_cast<DrawPassCommands::BindTexturesAndSamplers*>(cmdPtr);
bindTextureAndSamplers(*drawPass, *bts);
break;
}
case DrawPassCommands::Type::kSetScissor: {
auto ss = static_cast<DrawPassCommands::SetScissor*>(cmdPtr);
const SkIRect& rect = ss->fScissor;
this->setScissor(rect.fLeft, rect.fTop, rect.width(), rect.height());
break;
}
case DrawPassCommands::Type::kDraw: {
auto draw = static_cast<DrawPassCommands::Draw*>(cmdPtr);
this->draw(draw->fType, draw->fBaseVertex, draw->fVertexCount);
break;
}
case DrawPassCommands::Type::kDrawIndexed: {
auto draw = static_cast<DrawPassCommands::DrawIndexed*>(cmdPtr);
this->drawIndexed(
draw->fType, draw->fBaseIndex, draw->fIndexCount, draw->fBaseVertex);
break;
}
case DrawPassCommands::Type::kDrawInstanced: {
auto draw = static_cast<DrawPassCommands::DrawInstanced*>(cmdPtr);
this->drawInstanced(draw->fType,
draw->fBaseVertex,
draw->fVertexCount,
draw->fBaseInstance,
draw->fInstanceCount);
break;
}
case DrawPassCommands::Type::kDrawIndexedInstanced: {
auto draw = static_cast<DrawPassCommands::DrawIndexedInstanced*>(cmdPtr);
this->drawIndexedInstanced(draw->fType,
draw->fBaseIndex,
draw->fIndexCount,
draw->fBaseVertex,
draw->fBaseInstance,
draw->fInstanceCount);
break;
}
case DrawPassCommands::Type::kDrawIndirect: {
auto draw = static_cast<DrawPassCommands::DrawIndirect*>(cmdPtr);
this->drawIndirect(draw->fType);
break;
}
case DrawPassCommands::Type::kDrawIndexedIndirect: {
auto draw = static_cast<DrawPassCommands::DrawIndexedIndirect*>(cmdPtr);
this->drawIndexedIndirect(draw->fType);
break;
}
}
}
return true;
}
bool DawnCommandBuffer::bindGraphicsPipeline(const GraphicsPipeline* graphicsPipeline) {
SkASSERT(fActiveRenderPassEncoder);
auto* dawnGraphicsPipeline = static_cast<const DawnGraphicsPipeline*>(graphicsPipeline);
auto& wgpuPipeline = dawnGraphicsPipeline->dawnRenderPipeline();
if (!wgpuPipeline) SK_UNLIKELY {
return false;
}
fActiveGraphicsPipeline = dawnGraphicsPipeline;
fActiveRenderPassEncoder.SetPipeline(wgpuPipeline);
fBoundUniformBuffersDirty = true;
return true;
}
void DawnCommandBuffer::bindUniformBuffer(const BindUniformBufferInfo& info, UniformSlot slot) {
SkASSERT(fActiveRenderPassEncoder);
auto dawnBuffer = static_cast<const DawnBuffer*>(info.fBuffer);
unsigned int bufferIndex = 0;
switch (slot) {
case UniformSlot::kRenderStep:
bufferIndex = DawnGraphicsPipeline::kRenderStepUniformBufferIndex;
break;
case UniformSlot::kPaint:
bufferIndex = DawnGraphicsPipeline::kPaintUniformBufferIndex;
break;
default:
SkASSERT(false);
}
fBoundUniformBuffers[bufferIndex] = dawnBuffer;
fBoundUniformBufferOffsets[bufferIndex] = static_cast<uint32_t>(info.fOffset);
fBoundUniformBufferSizes[bufferIndex] = info.fBindingSize;
fBoundUniformBuffersDirty = true;
}
void DawnCommandBuffer::bindDrawBuffers(const BindBufferInfo& vertices,
const BindBufferInfo& instances,
const BindBufferInfo& indices,
const BindBufferInfo& indirect) {
SkASSERT(fActiveRenderPassEncoder);
if (vertices.fBuffer) {
auto dawnBuffer = static_cast<const DawnBuffer*>(vertices.fBuffer)->dawnBuffer();
fActiveRenderPassEncoder.SetVertexBuffer(
DawnGraphicsPipeline::kVertexBufferIndex, dawnBuffer, vertices.fOffset);
}
if (instances.fBuffer) {
auto dawnBuffer = static_cast<const DawnBuffer*>(instances.fBuffer)->dawnBuffer();
fActiveRenderPassEncoder.SetVertexBuffer(
DawnGraphicsPipeline::kInstanceBufferIndex, dawnBuffer, instances.fOffset);
}
if (indices.fBuffer) {
auto dawnBuffer = static_cast<const DawnBuffer*>(indices.fBuffer)->dawnBuffer();
fActiveRenderPassEncoder.SetIndexBuffer(
dawnBuffer, wgpu::IndexFormat::Uint16, indices.fOffset);
}
if (indirect.fBuffer) {
fCurrentIndirectBuffer = static_cast<const DawnBuffer*>(indirect.fBuffer)->dawnBuffer();
fCurrentIndirectBufferOffset = indirect.fOffset;
} else {
fCurrentIndirectBuffer = nullptr;
fCurrentIndirectBufferOffset = 0;
}
}
void DawnCommandBuffer::bindTextureAndSamplers(
const DrawPass& drawPass, const DrawPassCommands::BindTexturesAndSamplers& command) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline);
wgpu::BindGroup bindGroup;
if (command.fNumTexSamplers == 1) {
// Optimize for single texture.
SkASSERT(fActiveGraphicsPipeline->numTexturesAndSamplers() == 2);
const auto* texture =
static_cast<const DawnTexture*>(drawPass.getTexture(command.fTextureIndices[0]));
const auto* sampler =
static_cast<const DawnSampler*>(drawPass.getSampler(command.fSamplerIndices[0]));
bindGroup = fResourceProvider->findOrCreateSingleTextureSamplerBindGroup(sampler, texture);
} else {
std::vector<wgpu::BindGroupEntry> entries(2 * command.fNumTexSamplers);
for (int i = 0; i < command.fNumTexSamplers; ++i) {
const auto* texture = static_cast<const DawnTexture*>(
drawPass.getTexture(command.fTextureIndices[i]));
const auto* sampler = static_cast<const DawnSampler*>(
drawPass.getSampler(command.fSamplerIndices[i]));
auto& wgpuTextureView = texture->sampleTextureView();
auto& wgpuSampler = sampler->dawnSampler();
// Assuming shader generator assigns binding slot to sampler then texture,
// then the next sampler and texture, and so on, we need to use
// 2 * i as base binding index of the sampler and texture.
// TODO: https://b.corp.google.com/issues/259457090:
// Better configurable way of assigning samplers and textures' bindings.
entries[2 * i].binding = 2 * i;
entries[2 * i].sampler = wgpuSampler;
entries[2 * i + 1].binding = 2 * i + 1;
entries[2 * i + 1].textureView = wgpuTextureView;
}
wgpu::BindGroupDescriptor desc;
const auto& groupLayouts = fActiveGraphicsPipeline->dawnGroupLayouts();
desc.layout = groupLayouts[DawnGraphicsPipeline::kTextureBindGroupIndex];
desc.entryCount = entries.size();
desc.entries = entries.data();
bindGroup = fSharedContext->device().CreateBindGroup(&desc);
}
fActiveRenderPassEncoder.SetBindGroup(DawnGraphicsPipeline::kTextureBindGroupIndex, bindGroup);
}
void DawnCommandBuffer::syncUniformBuffers() {
if (fBoundUniformBuffersDirty) {
fBoundUniformBuffersDirty = false;
std::array<uint32_t, 3> dynamicOffsets;
std::array<std::pair<const DawnBuffer*, uint32_t>, 3> boundBuffersAndSizes;
boundBuffersAndSizes[0].first = fIntrinsicConstantBuffer.get();
boundBuffersAndSizes[0].second = sizeof(IntrinsicConstant);
int activeIntrinsicBufferSlot = fIntrinsicConstantBufferSlotsUsed - 1;
dynamicOffsets[0] = activeIntrinsicBufferSlot * kIntrinsicConstantAlignedSize;
if (fActiveGraphicsPipeline->hasStepUniforms() &&
fBoundUniformBuffers[DawnGraphicsPipeline::kRenderStepUniformBufferIndex]) {
boundBuffersAndSizes[1].first =
fBoundUniformBuffers[DawnGraphicsPipeline::kRenderStepUniformBufferIndex];
boundBuffersAndSizes[1].second =
fBoundUniformBufferSizes[DawnGraphicsPipeline::kRenderStepUniformBufferIndex];
dynamicOffsets[1] =
fBoundUniformBufferOffsets[DawnGraphicsPipeline::kRenderStepUniformBufferIndex];
} else {
// Unused buffer entry
boundBuffersAndSizes[1].first = nullptr;
dynamicOffsets[1] = 0;
}
if (fActiveGraphicsPipeline->hasPaintUniforms() &&
fBoundUniformBuffers[DawnGraphicsPipeline::kPaintUniformBufferIndex]) {
boundBuffersAndSizes[2].first =
fBoundUniformBuffers[DawnGraphicsPipeline::kPaintUniformBufferIndex];
boundBuffersAndSizes[2].second =
fBoundUniformBufferSizes[DawnGraphicsPipeline::kPaintUniformBufferIndex];
dynamicOffsets[2] =
fBoundUniformBufferOffsets[DawnGraphicsPipeline::kPaintUniformBufferIndex];
} else {
// Unused buffer entry
boundBuffersAndSizes[2].first = nullptr;
dynamicOffsets[2] = 0;
}
auto bindGroup =
fResourceProvider->findOrCreateUniformBuffersBindGroup(boundBuffersAndSizes);
fActiveRenderPassEncoder.SetBindGroup(DawnGraphicsPipeline::kUniformBufferBindGroupIndex,
bindGroup,
dynamicOffsets.size(),
dynamicOffsets.data());
}
}
void DawnCommandBuffer::setScissor(unsigned int left,
unsigned int top,
unsigned int width,
unsigned int height) {
SkASSERT(fActiveRenderPassEncoder);
SkIRect scissor = SkIRect::MakeXYWH(
left + fReplayTranslation.x(), top + fReplayTranslation.y(), width, height);
if (!scissor.intersect(SkIRect::MakeSize(fRenderPassSize))) {
scissor.setEmpty();
}
fActiveRenderPassEncoder.SetScissorRect(
scissor.x(), scissor.y(), scissor.width(), scissor.height());
}
void DawnCommandBuffer::preprocessViewport(const SkRect& viewport) {
// Dawn's framebuffer space has (0, 0) at the top left. This agrees with Skia's device coords.
// However, in NDC (-1, -1) is the bottom left. So we flip the origin here (assuming all
// surfaces we have are TopLeft origin).
const float x = viewport.x() - fReplayTranslation.x();
const float y = viewport.y() - fReplayTranslation.y();
const float invTwoW = 2.f / viewport.width();
const float invTwoH = 2.f / viewport.height();
const IntrinsicConstant rtAdjust = {invTwoW, -invTwoH, -1.f - x * invTwoW, 1.f + y * invTwoH};
// TODO: https://b.corp.google.com/issues/259267703
// Make updating intrinsic constants faster. Metal has setVertexBytes method
// to quickly sending intrinsic constants to vertex shader without any buffer. But Dawn doesn't
// have similar capability. So we have to use WriteBuffer(), and this method is not allowed to
// be called when there is an active render pass.
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
#if !defined(__EMSCRIPTEN__)
if (!fIntrinsicConstantBuffer) {
fIntrinsicConstantBuffer = fResourceProvider->getOrCreateIntrinsicConstantBuffer();
SkASSERT(fIntrinsicConstantBuffer);
SkASSERT(fIntrinsicConstantBuffer->size() == sizeof(IntrinsicConstant));
this->trackResource(fIntrinsicConstantBuffer);
}
fCommandEncoder.WriteBuffer(fIntrinsicConstantBuffer->dawnBuffer(),
0,
reinterpret_cast<const uint8_t*>(rtAdjust),
sizeof(rtAdjust));
fIntrinsicConstantBufferSlotsUsed = 1;
#else // defined(__EMSCRIPTEN__)
if (!fIntrinsicConstantBuffer ||
fIntrinsicConstantBufferSlotsUsed == kNumSlotsForIntrinsicConstantBuffer) {
size_t bufferSize = kIntrinsicConstantAlignedSize * kNumSlotsForIntrinsicConstantBuffer;
fIntrinsicConstantBuffer =
fResourceProvider->findOrCreateDawnBuffer(bufferSize,
BufferType::kUniform,
AccessPattern::kGpuOnly,
"IntrinsicConstantBuffer");
fIntrinsicConstantBufferSlotsUsed = 0;
SkASSERT(fIntrinsicConstantBuffer);
this->trackResource(fIntrinsicConstantBuffer);
}
uint64_t offset = fIntrinsicConstantBufferSlotsUsed * kIntrinsicConstantAlignedSize;
fSharedContext->queue().WriteBuffer(
fIntrinsicConstantBuffer->dawnBuffer(), offset, &rtAdjust, sizeof(rtAdjust));
fIntrinsicConstantBufferSlotsUsed++;
#endif // defined(__EMSCRIPTEN__)
}
void DawnCommandBuffer::setViewport(const SkRect& viewport) {
SkASSERT(fActiveRenderPassEncoder);
fActiveRenderPassEncoder.SetViewport(
viewport.x(), viewport.y(), viewport.width(), viewport.height(), 0, 1);
}
void DawnCommandBuffer::setBlendConstants(float* blendConstants) {
SkASSERT(fActiveRenderPassEncoder);
wgpu::Color blendConst = {
blendConstants[0], blendConstants[1], blendConstants[2], blendConstants[3]};
fActiveRenderPassEncoder.SetBlendConstant(&blendConst);
}
void DawnCommandBuffer::draw(PrimitiveType type,
unsigned int baseVertex,
unsigned int vertexCount) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
this->syncUniformBuffers();
fActiveRenderPassEncoder.Draw(vertexCount, /*instanceCount=*/1, baseVertex);
}
void DawnCommandBuffer::drawIndexed(PrimitiveType type,
unsigned int baseIndex,
unsigned int indexCount,
unsigned int baseVertex) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
this->syncUniformBuffers();
fActiveRenderPassEncoder.DrawIndexed(indexCount, /*instanceCount=*/1, baseIndex, baseVertex);
}
void DawnCommandBuffer::drawInstanced(PrimitiveType type,
unsigned int baseVertex,
unsigned int vertexCount,
unsigned int baseInstance,
unsigned int instanceCount) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
this->syncUniformBuffers();
fActiveRenderPassEncoder.Draw(vertexCount, instanceCount, baseVertex, baseInstance);
}
void DawnCommandBuffer::drawIndexedInstanced(PrimitiveType type,
unsigned int baseIndex,
unsigned int indexCount,
unsigned int baseVertex,
unsigned int baseInstance,
unsigned int instanceCount) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
this->syncUniformBuffers();
fActiveRenderPassEncoder.DrawIndexed(
indexCount, instanceCount, baseIndex, baseVertex, baseInstance);
}
void DawnCommandBuffer::drawIndirect(PrimitiveType type) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
SkASSERT(fCurrentIndirectBuffer);
this->syncUniformBuffers();
fActiveRenderPassEncoder.DrawIndirect(fCurrentIndirectBuffer, fCurrentIndirectBufferOffset);
}
void DawnCommandBuffer::drawIndexedIndirect(PrimitiveType type) {
SkASSERT(fActiveRenderPassEncoder);
SkASSERT(fActiveGraphicsPipeline->primitiveType() == type);
SkASSERT(fCurrentIndirectBuffer);
this->syncUniformBuffers();
fActiveRenderPassEncoder.DrawIndexedIndirect(fCurrentIndirectBuffer,
fCurrentIndirectBufferOffset);
}
void DawnCommandBuffer::beginComputePass() {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
fActiveComputePassEncoder = fCommandEncoder.BeginComputePass();
}
void DawnCommandBuffer::bindComputePipeline(const ComputePipeline* computePipeline) {
SkASSERT(fActiveComputePassEncoder);
fActiveComputePipeline = static_cast<const DawnComputePipeline*>(computePipeline);
fActiveComputePassEncoder.SetPipeline(fActiveComputePipeline->dawnComputePipeline());
}
void DawnCommandBuffer::bindDispatchResources(const DispatchGroup& group,
const DispatchGroup::Dispatch& dispatch) {
SkASSERT(fActiveComputePassEncoder);
SkASSERT(fActiveComputePipeline);
// Bind all pipeline resources to a single new bind group at index 0.
// NOTE: Caching the bind groups here might be beneficial based on the layout and the bound
// resources (though it's questionable how often a bind group will end up getting reused since
// the bound objects change often).
skia_private::TArray<wgpu::BindGroupEntry> entries;
entries.reserve(dispatch.fBindings.size());
for (const ResourceBinding& binding : dispatch.fBindings) {
wgpu::BindGroupEntry& entry = entries.push_back();
entry.binding = binding.fIndex;
if (const BufferView* buffer = std::get_if<BufferView>(&binding.fResource)) {
entry.buffer = static_cast<const DawnBuffer*>(buffer->fInfo.fBuffer)->dawnBuffer();
entry.offset = buffer->fInfo.fOffset;
entry.size = buffer->fSize;
} else if (const TextureIndex* texIdx = std::get_if<TextureIndex>(&binding.fResource)) {
const DawnTexture* texture =
static_cast<const DawnTexture*>(group.getTexture(texIdx->fValue));
SkASSERT(texture);
entry.textureView = texture->sampleTextureView();
} else if (const SamplerIndex* samplerIdx = std::get_if<SamplerIndex>(&binding.fResource)) {
const DawnSampler* sampler =
static_cast<const DawnSampler*>(group.getSampler(samplerIdx->fValue));
entry.sampler = sampler->dawnSampler();
} else {
SK_ABORT("unsupported dispatch resource type");
}
}
wgpu::BindGroupDescriptor desc;
desc.layout = fActiveComputePipeline->dawnGroupLayout();
desc.entryCount = entries.size();
desc.entries = entries.data();
auto bindGroup = fSharedContext->device().CreateBindGroup(&desc);
fActiveComputePassEncoder.SetBindGroup(0, bindGroup);
}
void DawnCommandBuffer::dispatchWorkgroups(const WorkgroupSize& globalSize) {
SkASSERT(fActiveComputePassEncoder);
SkASSERT(fActiveComputePipeline);
fActiveComputePassEncoder.DispatchWorkgroups(
globalSize.fWidth, globalSize.fHeight, globalSize.fDepth);
}
void DawnCommandBuffer::dispatchWorkgroupsIndirect(const Buffer* indirectBuffer,
size_t indirectBufferOffset) {
SkASSERT(fActiveComputePassEncoder);
SkASSERT(fActiveComputePipeline);
auto& wgpuIndirectBuffer = static_cast<const DawnBuffer*>(indirectBuffer)->dawnBuffer();
fActiveComputePassEncoder.DispatchWorkgroupsIndirect(wgpuIndirectBuffer, indirectBufferOffset);
}
void DawnCommandBuffer::endComputePass() {
SkASSERT(fActiveComputePassEncoder);
fActiveComputePassEncoder.End();
fActiveComputePassEncoder = nullptr;
}
bool DawnCommandBuffer::onCopyBufferToBuffer(const Buffer* srcBuffer,
size_t srcOffset,
const Buffer* dstBuffer,
size_t dstOffset,
size_t size) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
auto& wgpuBufferSrc = static_cast<const DawnBuffer*>(srcBuffer)->dawnBuffer();
auto& wgpuBufferDst = static_cast<const DawnBuffer*>(dstBuffer)->dawnBuffer();
fCommandEncoder.CopyBufferToBuffer(wgpuBufferSrc, srcOffset, wgpuBufferDst, dstOffset, size);
return true;
}
bool DawnCommandBuffer::onCopyTextureToBuffer(const Texture* texture,
SkIRect srcRect,
const Buffer* buffer,
size_t bufferOffset,
size_t bufferRowBytes) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
const auto* wgpuTexture = static_cast<const DawnTexture*>(texture);
auto& wgpuBuffer = static_cast<const DawnBuffer*>(buffer)->dawnBuffer();
wgpu::ImageCopyTexture src;
src.texture = wgpuTexture->dawnTexture();
src.origin.x = srcRect.x();
src.origin.y = srcRect.y();
src.aspect = wgpuTexture->textureInfo().dawnTextureSpec().fAspect;
wgpu::ImageCopyBuffer dst;
dst.buffer = wgpuBuffer;
dst.layout.offset = bufferOffset;
// Dawn requires buffer's alignment to be multiples of 256.
// https://b.corp.google.com/issues/259264489
SkASSERT((bufferRowBytes & 0xFF) == 0);
dst.layout.bytesPerRow = bufferRowBytes;
wgpu::Extent3D copySize = {
static_cast<uint32_t>(srcRect.width()), static_cast<uint32_t>(srcRect.height()), 1};
fCommandEncoder.CopyTextureToBuffer(&src, &dst, &copySize);
return true;
}
bool DawnCommandBuffer::onCopyBufferToTexture(const Buffer* buffer,
const Texture* texture,
const BufferTextureCopyData* copyData,
int count) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
auto& wgpuTexture = static_cast<const DawnTexture*>(texture)->dawnTexture();
auto& wgpuBuffer = static_cast<const DawnBuffer*>(buffer)->dawnBuffer();
wgpu::ImageCopyBuffer src;
src.buffer = wgpuBuffer;
wgpu::ImageCopyTexture dst;
dst.texture = wgpuTexture;
for (int i = 0; i < count; ++i) {
src.layout.offset = copyData[i].fBufferOffset;
// Dawn requires buffer's alignment to be multiples of 256.
// https://b.corp.google.com/issues/259264489
SkASSERT((copyData[i].fBufferRowBytes & 0xFF) == 0);
src.layout.bytesPerRow = copyData[i].fBufferRowBytes;
dst.origin.x = copyData[i].fRect.x();
dst.origin.y = copyData[i].fRect.y();
dst.mipLevel = copyData[i].fMipLevel;
wgpu::Extent3D copySize = {static_cast<uint32_t>(copyData[i].fRect.width()),
static_cast<uint32_t>(copyData[i].fRect.height()),
1};
fCommandEncoder.CopyBufferToTexture(&src, &dst, &copySize);
}
return true;
}
bool DawnCommandBuffer::onCopyTextureToTexture(const Texture* src,
SkIRect srcRect,
const Texture* dst,
SkIPoint dstPoint,
int mipLevel) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
auto& wgpuTextureSrc = static_cast<const DawnTexture*>(src)->dawnTexture();
auto& wgpuTextureDst = static_cast<const DawnTexture*>(dst)->dawnTexture();
wgpu::ImageCopyTexture srcArgs;
srcArgs.texture = wgpuTextureSrc;
srcArgs.origin.x = srcRect.fLeft;
srcArgs.origin.y = srcRect.fTop;
wgpu::ImageCopyTexture dstArgs;
dstArgs.texture = wgpuTextureDst;
dstArgs.origin.x = dstPoint.fX;
dstArgs.origin.y = dstPoint.fY;
dstArgs.mipLevel = mipLevel;
wgpu::Extent3D copySize = {
static_cast<uint32_t>(srcRect.width()), static_cast<uint32_t>(srcRect.height()), 1};
fCommandEncoder.CopyTextureToTexture(&srcArgs, &dstArgs, &copySize);
return true;
}
bool DawnCommandBuffer::onSynchronizeBufferToCpu(const Buffer* buffer, bool* outDidResultInWork) {
return true;
}
bool DawnCommandBuffer::onClearBuffer(const Buffer* buffer, size_t offset, size_t size) {
SkASSERT(!fActiveRenderPassEncoder);
SkASSERT(!fActiveComputePassEncoder);
auto& wgpuBuffer = static_cast<const DawnBuffer*>(buffer)->dawnBuffer();
fCommandEncoder.ClearBuffer(wgpuBuffer, offset, size);
return true;
}
} // namespace skgpu::graphite