blob: 700aef5a181103f2f661fa02c74475cf4ac358ae [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/dawn/GrDawnOpsRenderPass.h"
#include "src/gpu/GrOpFlushState.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/dawn/GrDawnBuffer.h"
#include "src/gpu/dawn/GrDawnGpu.h"
#include "src/gpu/dawn/GrDawnProgramBuilder.h"
#include "src/gpu/dawn/GrDawnRenderTarget.h"
#include "src/gpu/dawn/GrDawnStencilAttachment.h"
#include "src/gpu/dawn/GrDawnTexture.h"
#include "src/gpu/dawn/GrDawnUtil.h"
#include "src/sksl/SkSLCompiler.h"
////////////////////////////////////////////////////////////////////////////////
static wgpu::LoadOp to_dawn_load_op(GrLoadOp loadOp) {
switch (loadOp) {
case GrLoadOp::kLoad:
return wgpu::LoadOp::Load;
case GrLoadOp::kDiscard:
// Use LoadOp::Load to emulate DontCare.
// Dawn doesn't have DontCare, for security reasons.
// Load should be equivalent to DontCare for desktop; Clear would
// probably be better for tilers. If Dawn does add DontCare
// as an extension, use it here.
return wgpu::LoadOp::Load;
case GrLoadOp::kClear:
return wgpu::LoadOp::Clear;
default:
SK_ABORT("Invalid LoadOp");
}
}
GrDawnOpsRenderPass::GrDawnOpsRenderPass(GrDawnGpu* gpu, GrRenderTarget* rt, GrSurfaceOrigin origin,
const LoadAndStoreInfo& colorInfo,
const StencilLoadAndStoreInfo& stencilInfo)
: INHERITED(rt, origin)
, fGpu(gpu)
, fColorInfo(colorInfo) {
fEncoder = fGpu->device().CreateCommandEncoder();
wgpu::LoadOp colorOp = to_dawn_load_op(colorInfo.fLoadOp);
wgpu::LoadOp stencilOp = to_dawn_load_op(stencilInfo.fLoadOp);
fPassEncoder = beginRenderPass(colorOp, stencilOp);
}
wgpu::RenderPassEncoder GrDawnOpsRenderPass::beginRenderPass(wgpu::LoadOp colorOp,
wgpu::LoadOp stencilOp) {
auto stencilAttachment =
static_cast<GrDawnStencilAttachment*>(fRenderTarget->getStencilAttachment());
const float *c = fColorInfo.fClearColor.vec();
wgpu::RenderPassColorAttachmentDescriptor colorAttachment;
colorAttachment.attachment = static_cast<GrDawnRenderTarget*>(fRenderTarget)->textureView();
colorAttachment.resolveTarget = nullptr;
colorAttachment.clearColor = { c[0], c[1], c[2], c[3] };
colorAttachment.loadOp = colorOp;
colorAttachment.storeOp = wgpu::StoreOp::Store;
wgpu::RenderPassColorAttachmentDescriptor* colorAttachments = { &colorAttachment };
wgpu::RenderPassDescriptor renderPassDescriptor;
renderPassDescriptor.colorAttachmentCount = 1;
renderPassDescriptor.colorAttachments = colorAttachments;
if (stencilAttachment) {
wgpu::RenderPassDepthStencilAttachmentDescriptor depthStencilAttachment;
depthStencilAttachment.attachment = stencilAttachment->view();
depthStencilAttachment.depthLoadOp = stencilOp;
depthStencilAttachment.stencilLoadOp = stencilOp;
depthStencilAttachment.clearDepth = 1.0f;
depthStencilAttachment.clearStencil = 0;
depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
depthStencilAttachment.stencilStoreOp = wgpu::StoreOp::Store;
renderPassDescriptor.depthStencilAttachment = &depthStencilAttachment;
} else {
renderPassDescriptor.depthStencilAttachment = nullptr;
}
return fEncoder.BeginRenderPass(&renderPassDescriptor);
}
GrDawnOpsRenderPass::~GrDawnOpsRenderPass() {
}
GrGpu* GrDawnOpsRenderPass::gpu() { return fGpu; }
void GrDawnOpsRenderPass::submit() {
fGpu->appendCommandBuffer(fEncoder.Finish());
}
void GrDawnOpsRenderPass::onClearStencilClip(const GrScissorState& scissor,
bool insideStencilMask) {
SkASSERT(!scissor.enabled());
fPassEncoder.EndPass();
fPassEncoder = beginRenderPass(wgpu::LoadOp::Load, wgpu::LoadOp::Clear);
}
void GrDawnOpsRenderPass::onClear(const GrScissorState& scissor, const SkPMColor4f& color) {
SkASSERT(!scissor.enabled());
fPassEncoder.EndPass();
fPassEncoder = beginRenderPass(wgpu::LoadOp::Clear, wgpu::LoadOp::Load);
}
////////////////////////////////////////////////////////////////////////////////
void GrDawnOpsRenderPass::inlineUpload(GrOpFlushState* state,
GrDeferredTextureUploadFn& upload) {
fGpu->submitToGpu(false);
state->doUpload(upload);
}
////////////////////////////////////////////////////////////////////////////////
void GrDawnOpsRenderPass::applyState(GrDawnProgram* program, const GrProgramInfo& programInfo) {
auto bindGroup = program->setUniformData(fGpu, fRenderTarget, programInfo);
fPassEncoder.SetPipeline(program->fRenderPipeline);
fPassEncoder.SetBindGroup(0, bindGroup, 0, nullptr);
const GrPipeline& pipeline = programInfo.pipeline();
if (pipeline.isStencilEnabled()) {
fPassEncoder.SetStencilReference(pipeline.getUserStencil()->fCCWFace.fRef);
}
GrXferProcessor::BlendInfo blendInfo = pipeline.getXferProcessor().getBlendInfo();
const float* c = blendInfo.fBlendConstant.vec();
wgpu::Color color{c[0], c[1], c[2], c[3]};
fPassEncoder.SetBlendColor(&color);
if (!programInfo.pipeline().isScissorTestEnabled()) {
// "Disable" scissor by setting it to the full pipeline bounds.
SkIRect rect = SkIRect::MakeWH(fRenderTarget->width(), fRenderTarget->height());
fPassEncoder.SetScissorRect(rect.x(), rect.y(), rect.width(), rect.height());
}
}
void GrDawnOpsRenderPass::onEnd() {
fPassEncoder.EndPass();
}
bool GrDawnOpsRenderPass::onBindPipeline(const GrProgramInfo& programInfo,
const SkRect& drawBounds) {
fCurrentProgram = fGpu->getOrCreateRenderPipeline(fRenderTarget, programInfo);
this->applyState(fCurrentProgram.get(), programInfo);
return true;
}
void GrDawnOpsRenderPass::onSetScissorRect(const SkIRect& scissor) {
// Higher-level GrRenderTargetContext and clips should have already ensured draw bounds are
// restricted to the render target.
SkASSERT(SkIRect::MakeSize(fRenderTarget->dimensions()).contains(scissor));
auto nativeScissorRect =
GrNativeRect::MakeRelativeTo(fOrigin, fRenderTarget->height(), scissor);
fPassEncoder.SetScissorRect(nativeScissorRect.fX, nativeScissorRect.fY,
nativeScissorRect.fWidth, nativeScissorRect.fHeight);
}
bool GrDawnOpsRenderPass::onBindTextures(const GrPrimitiveProcessor& primProc,
const GrSurfaceProxy* const primProcTextures[],
const GrPipeline& pipeline) {
auto bindGroup = fCurrentProgram->setTextures(fGpu, primProc, pipeline, primProcTextures);
if (bindGroup) {
fPassEncoder.SetBindGroup(1, bindGroup, 0, nullptr);
}
return true;
}
void GrDawnOpsRenderPass::onBindBuffers(sk_sp<const GrBuffer> indexBuffer,
sk_sp<const GrBuffer> instanceBuffer,
sk_sp<const GrBuffer> vertexBuffer,
GrPrimitiveRestart) {
if (vertexBuffer) {
wgpu::Buffer vertex = static_cast<const GrDawnBuffer*>(vertexBuffer.get())->get();
fPassEncoder.SetVertexBuffer(0, vertex);
}
if (instanceBuffer) {
wgpu::Buffer instance = static_cast<const GrDawnBuffer*>(instanceBuffer.get())->get();
fPassEncoder.SetVertexBuffer(1, instance);
}
if (indexBuffer) {
wgpu::Buffer index = static_cast<const GrDawnBuffer*>(indexBuffer.get())->get();
fPassEncoder.SetIndexBuffer(index);
}
}
void GrDawnOpsRenderPass::onDraw(int vertexCount, int baseVertex) {
this->onDrawInstanced(1, 0, vertexCount, baseVertex);
}
void GrDawnOpsRenderPass::onDrawInstanced(int instanceCount, int baseInstance,
int vertexCount, int baseVertex) {
fPassEncoder.Draw(vertexCount, instanceCount, baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
}
void GrDawnOpsRenderPass::onDrawIndexed(int indexCount, int baseIndex, uint16_t minIndexValue,
uint16_t maxIndexValue, int baseVertex) {
this->onDrawIndexedInstanced(indexCount, baseIndex, 1, 0, baseVertex);
}
void GrDawnOpsRenderPass::onDrawIndexedInstanced(int indexCount, int baseIndex, int instanceCount,
int baseInstance, int baseVertex) {
fPassEncoder.DrawIndexed(indexCount, instanceCount, baseIndex, baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
}