// 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/CommandBufferGL.h" #include <algorithm> #include <cstring> #include <utility> #include <vector> #include "dawn/common/MatchVariant.h" #include "dawn/common/Range.h" #include "dawn/native/BindGroup.h" #include "dawn/native/BindGroupTracker.h" #include "dawn/native/CommandEncoder.h" #include "dawn/native/Commands.h" #include "dawn/native/ExternalTexture.h" #include "dawn/native/RenderBundle.h" #include "dawn/native/opengl/BindingPoint.h" #include "dawn/native/opengl/BufferGL.h" #include "dawn/native/opengl/ComputePipelineGL.h" #include "dawn/native/opengl/DeviceGL.h" #include "dawn/native/opengl/Forward.h" #include "dawn/native/opengl/PersistentPipelineStateGL.h" #include "dawn/native/opengl/PipelineLayoutGL.h" #include "dawn/native/opengl/QuerySetGL.h" #include "dawn/native/opengl/RenderPipelineGL.h" #include "dawn/native/opengl/SamplerGL.h" #include "dawn/native/opengl/TextureGL.h" #include "dawn/native/opengl/UtilsGL.h" #include "partition_alloc/pointers/raw_ptr.h" namespace dawn::native::opengl { namespace { GLenum IndexFormatType(wgpu::IndexFormat format) { … } GLenum VertexFormatType(wgpu::VertexFormat format) { … } GLboolean VertexFormatIsNormalized(wgpu::VertexFormat format) { … } bool VertexFormatIsInt(wgpu::VertexFormat format) { … } // Vertex buffers and index buffers are implemented as part of an OpenGL VAO that // corresponds to a VertexState. On the contrary in Dawn they are part of the global state. // This means that we have to re-apply these buffers on a VertexState change. class VertexStateBufferBindingTracker { … }; class BindGroupTracker : public BindGroupTrackerBase<false, uint64_t> { … }; void ResolveMultisampledRenderTargets(const OpenGLFunctions& gl, const BeginRenderPassCmd* renderPass) { … } // OpenGL SPEC requires the source/destination region must be a region that is contained // within srcImage/dstImage. Here the size of the image refers to the virtual size, while // Dawn validates texture copy extent with the physical size, so we need to re-calculate the // texture copy extent to ensure it should fit in the virtual size of the subresource. Extent3D ComputeTextureCopyExtent(const TextureCopy& textureCopy, const Extent3D& copySize) { … } } // namespace CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor) : … { … } MaybeError CommandBuffer::Execute() { … } MaybeError CommandBuffer::ExecuteComputePass() { … } MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass) { … } void DoTexSubImage(const OpenGLFunctions& gl, const TextureCopy& destination, const void* data, const TextureDataLayout& dataLayout, const Extent3D& copySize) { … } } // namespace dawn::native::opengl