blob: f6e64e2e98819e2d7671d0903e518ddb4d27b077 [file] [log] [blame]
//
// Copyright 2024 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramExecutableWgpu.cpp: Implementation of ProgramExecutableWgpu.
#include "libANGLE/renderer/wgpu/ProgramExecutableWgpu.h"
#include <iterator>
#include "angle_gl.h"
#include "anglebase/numerics/safe_conversions.h"
#include "common/PackedGLEnums_autogen.h"
#include "compiler/translator/wgsl/OutputUniformBlocks.h"
#include "libANGLE/Error.h"
#include "libANGLE/Program.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/wgpu/ContextWgpu.h"
#include "libANGLE/renderer/wgpu/wgpu_helpers.h"
#include "libANGLE/renderer/wgpu/wgpu_pipeline_state.h"
namespace rx
{
ProgramExecutableWgpu::ProgramExecutableWgpu(const gl::ProgramExecutable *executable)
: ProgramExecutableImpl(executable)
{
for (std::shared_ptr<BufferAndLayout> &defaultBlock : mDefaultUniformBlocks)
{
defaultBlock = std::make_shared<BufferAndLayout>();
}
}
ProgramExecutableWgpu::~ProgramExecutableWgpu() = default;
void ProgramExecutableWgpu::destroy(const gl::Context *context) {}
angle::Result ProgramExecutableWgpu::updateUniformsAndGetBindGroup(ContextWgpu *contextWgpu,
wgpu::BindGroup *outBindGroup)
{
if (mDefaultUniformBlocksDirty.any())
{
// TODO(anglebug.com/376553328): this creates an entire new buffer every time a single
// uniform changes, and the old ones are just garbage collected. This should be optimized.
webgpu::BufferHelper defaultUniformBuffer;
gl::ShaderMap<uint64_t> offsets =
{}; // offset in the GPU-side buffer of each shader stage's uniform data.
size_t requiredSpace;
angle::CheckedNumeric<size_t> requiredSpaceChecked =
calcUniformUpdateRequiredSpace(contextWgpu, &offsets);
if (!requiredSpaceChecked.AssignIfValid(&requiredSpace))
{
return angle::Result::Stop;
}
ANGLE_TRY(defaultUniformBuffer.initBuffer(
contextWgpu->getDevice(), requiredSpace,
wgpu::BufferUsage::Uniform | wgpu::BufferUsage::CopyDst, webgpu::MapAtCreation::Yes));
ASSERT(defaultUniformBuffer.valid());
// Copy all of the CPU-side data into this buffer which will be visible to the GPU after it
// is unmapped here on the CPU.
uint8_t *bufferData = defaultUniformBuffer.getMapWritePointer(0, requiredSpace);
for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType]->uniformData;
memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size());
mDefaultUniformBlocksDirty.reset(shaderType);
}
ANGLE_TRY(defaultUniformBuffer.unmap());
// Create the BindGroupEntries
std::vector<wgpu::BindGroupEntry> bindings;
auto addBindingToGroupIfNecessary = [&](uint32_t bindingIndex, gl::ShaderType shaderType) {
if (mDefaultUniformBlocks[shaderType]->uniformData.size() != 0)
{
wgpu::BindGroupEntry bindGroupEntry;
bindGroupEntry.binding = bindingIndex;
bindGroupEntry.buffer = defaultUniformBuffer.getBuffer();
bindGroupEntry.offset = offsets[shaderType];
bindGroupEntry.size = mDefaultUniformBlocks[shaderType]->uniformData.size();
bindings.push_back(bindGroupEntry);
}
};
// Add the BindGroupEntry for the default blocks of both the vertex and fragment shaders.
// They will use the same buffer with a different offset.
addBindingToGroupIfNecessary(sh::kDefaultVertexUniformBlockBinding, gl::ShaderType::Vertex);
addBindingToGroupIfNecessary(sh::kDefaultFragmentUniformBlockBinding,
gl::ShaderType::Fragment);
// A bind group contains one or multiple bindings
wgpu::BindGroupDescriptor bindGroupDesc{};
bindGroupDesc.layout = mDefaultBindGroupLayout;
// There must be as many bindings as declared in the layout!
bindGroupDesc.entryCount = bindings.size();
bindGroupDesc.entries = bindings.data();
mDefaultBindGroup = contextWgpu->getDevice().CreateBindGroup(&bindGroupDesc);
}
ASSERT(mDefaultBindGroup);
*outBindGroup = mDefaultBindGroup;
return angle::Result::Continue;
}
angle::CheckedNumeric<size_t> ProgramExecutableWgpu::getDefaultUniformAlignedSize(
ContextWgpu *context,
gl::ShaderType shaderType) const
{
size_t alignment = angle::base::checked_cast<size_t>(
context->getDisplay()->getLimitsWgpu().minUniformBufferOffsetAlignment);
return CheckedRoundUp(mDefaultUniformBlocks[shaderType]->uniformData.size(), alignment);
}
angle::CheckedNumeric<size_t> ProgramExecutableWgpu::calcUniformUpdateRequiredSpace(
ContextWgpu *context,
gl::ShaderMap<uint64_t> *uniformOffsets) const
{
angle::CheckedNumeric<size_t> requiredSpace = 0;
for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
(*uniformOffsets)[shaderType] = requiredSpace.ValueOrDie();
requiredSpace += getDefaultUniformAlignedSize(context, shaderType);
if (!requiredSpace.IsValid())
{
break;
}
}
return requiredSpace;
}
angle::Result ProgramExecutableWgpu::resizeUniformBlockMemory(
const gl::ShaderMap<size_t> &requiredBufferSize)
{
for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages())
{
if (requiredBufferSize[shaderType] > 0)
{
if (!mDefaultUniformBlocks[shaderType]->uniformData.resize(
requiredBufferSize[shaderType]))
{
return angle::Result::Stop;
}
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType]->uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
return angle::Result::Continue;
}
void ProgramExecutableWgpu::markDefaultUniformsDirty()
{
// Mark all linked stages as having dirty default uniforms
mDefaultUniformBlocksDirty = getExecutable()->getLinkedShaderStages();
}
void ProgramExecutableWgpu::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
SetUniform(mExecutable, location, count, v, GL_FLOAT, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC2, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC3, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC4, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
const gl::VariableLocation &locationInfo = mExecutable->getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mExecutable->getUniforms()[locationInfo.index];
if (linkedUniform.isSampler())
{
// TODO(anglebug.com/42267100): handle samplers.
return;
}
SetUniform(mExecutable, location, count, v, GL_INT, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
SetUniform(mExecutable, location, count, v, GL_INT_VEC2, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
SetUniform(mExecutable, location, count, v, GL_INT_VEC3, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
SetUniform(mExecutable, location, count, v, GL_INT_VEC4, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC2, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC3, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC4, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<2, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<3, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<4, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<2, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<3, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<2, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<4, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<3, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
SetUniformMatrixfv<4, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks,
&mDefaultUniformBlocksDirty);
}
void ProgramExecutableWgpu::getUniformfv(const gl::Context *context,
GLint location,
GLfloat *params) const
{
GetUniform(mExecutable, location, params, GL_FLOAT, &mDefaultUniformBlocks);
}
void ProgramExecutableWgpu::getUniformiv(const gl::Context *context,
GLint location,
GLint *params) const
{
GetUniform(mExecutable, location, params, GL_INT, &mDefaultUniformBlocks);
}
void ProgramExecutableWgpu::getUniformuiv(const gl::Context *context,
GLint location,
GLuint *params) const
{
GetUniform(mExecutable, location, params, GL_UNSIGNED_INT, &mDefaultUniformBlocks);
}
TranslatedWGPUShaderModule &ProgramExecutableWgpu::getShaderModule(gl::ShaderType type)
{
return mShaderModules[type];
}
angle::Result ProgramExecutableWgpu::getRenderPipeline(ContextWgpu *context,
const webgpu::RenderPipelineDesc &desc,
wgpu::RenderPipeline *pipelineOut)
{
gl::ShaderMap<wgpu::ShaderModule> shaders;
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
shaders[shaderType] = mShaderModules[shaderType].module;
}
genBindingLayoutIfNecessary(context);
return mPipelineCache.getRenderPipeline(context, desc, mPipelineLayout, shaders, pipelineOut);
}
void ProgramExecutableWgpu::genBindingLayoutIfNecessary(ContextWgpu *context)
{
if (mPipelineLayout)
{
return;
}
// TODO(anglebug.com/42267100): for now, only create a wgpu::PipelineLayout with the default
// uniform block. Will need to be extended for driver uniforms, UBOs, and textures/samplers.
// Also, possibly provide this layout as a compilation hint to createShaderModule().
std::vector<wgpu::BindGroupLayoutEntry> bindGroupLayoutEntries;
auto addBindGroupLayoutEntryIfNecessary = [&](uint32_t bindingIndex, gl::ShaderType shaderType,
wgpu::ShaderStage wgpuVisibility) {
if (mDefaultUniformBlocks[shaderType]->uniformData.size() != 0)
{
wgpu::BindGroupLayoutEntry bindGroupLayoutEntry;
bindGroupLayoutEntry.visibility = wgpuVisibility;
bindGroupLayoutEntry.binding = bindingIndex;
bindGroupLayoutEntry.buffer.type = wgpu::BufferBindingType::Uniform;
// By setting a `minBindingSize`, some validation is pushed from every draw call to
// pipeline creation time.
bindGroupLayoutEntry.buffer.minBindingSize =
mDefaultUniformBlocks[shaderType]->uniformData.size();
bindGroupLayoutEntries.push_back(bindGroupLayoutEntry);
}
};
// Default uniform blocks for each of the vertex shader and the fragment shader.
addBindGroupLayoutEntryIfNecessary(sh::kDefaultVertexUniformBlockBinding,
gl::ShaderType::Vertex, wgpu::ShaderStage::Vertex);
addBindGroupLayoutEntryIfNecessary(sh::kDefaultFragmentUniformBlockBinding,
gl::ShaderType::Fragment, wgpu::ShaderStage::Fragment);
// Create a bind group layout with these entries.
wgpu::BindGroupLayoutDescriptor bindGroupLayoutDesc{};
bindGroupLayoutDesc.entryCount = bindGroupLayoutEntries.size();
bindGroupLayoutDesc.entries = bindGroupLayoutEntries.data();
mDefaultBindGroupLayout = context->getDevice().CreateBindGroupLayout(&bindGroupLayoutDesc);
// Create the pipeline layout. This is a list where each element N corresponds to the @group(N)
// in the compiled shaders.
wgpu::PipelineLayoutDescriptor layoutDesc{};
layoutDesc.bindGroupLayoutCount = 1;
layoutDesc.bindGroupLayouts = &mDefaultBindGroupLayout;
mPipelineLayout = context->getDevice().CreatePipelineLayout(&layoutDesc);
}
} // namespace rx