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// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/modules/webgpu/gpu_render_pipeline.h"
#include "third_party/blink/renderer/bindings/core/v8/native_value_traits_impl.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_blend_component.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_blend_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_color_state_descriptor.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_color_target_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_depth_stencil_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_fragment_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_multisample_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_primitive_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_rasterization_state_descriptor.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_render_pipeline_descriptor.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_stencil_face_state.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_vertex_attribute.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_vertex_buffer_layout.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_vertex_state.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_bind_group_layout.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_device.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_pipeline_layout.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_shader_module.h"
#include "third_party/blink/renderer/platform/bindings/exception_state.h"
#include "third_party/blink/renderer/platform/bindings/script_state.h"
namespace blink {
namespace {
const char kGPUBlendComponentPartiallySpecifiedMessage[] =
"fragment.targets[%u].blend.%s has a mix of explicit and defaulted "
"members, which is unusual. Did you mean to specify other members?";
wgpu::BlendComponent AsDawnType(const GPUBlendComponent* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::BlendComponent dawn_desc = {
.operation = AsDawnEnum(webgpu_desc->getOperationOr(
V8GPUBlendOperation(V8GPUBlendOperation::Enum::kAdd))),
.srcFactor = AsDawnEnum(webgpu_desc->getSrcFactorOr(
V8GPUBlendFactor(V8GPUBlendFactor::Enum::kOne))),
.dstFactor = AsDawnEnum(webgpu_desc->getDstFactorOr(
V8GPUBlendFactor(V8GPUBlendFactor::Enum::kZero))),
};
return dawn_desc;
}
wgpu::BlendState AsDawnType(const GPUBlendState* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::BlendState dawn_desc = {
.color = AsDawnType(webgpu_desc->color()),
.alpha = AsDawnType(webgpu_desc->alpha()),
};
return dawn_desc;
}
bool ValidateBlendComponent(GPUDevice* device,
const GPUBlendComponent* webgpu_desc,
ExceptionState& exception_state) {
DCHECK(webgpu_desc);
return device->ValidateBlendFactor(
webgpu_desc->getSrcFactorOr(
V8GPUBlendFactor(V8GPUBlendFactor::Enum::kOne)),
exception_state) &&
device->ValidateBlendFactor(
webgpu_desc->getDstFactorOr(
V8GPUBlendFactor(V8GPUBlendFactor::Enum::kZero)),
exception_state);
}
} // anonymous namespace
wgpu::ColorTargetState AsDawnType(const GPUColorTargetState* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::ColorTargetState dawn_desc = {
// .blend is handled in ConvertToDawnType
.format = AsDawnEnum(webgpu_desc->format()),
.writeMask = AsDawnFlags<wgpu::ColorWriteMask>(webgpu_desc->writeMask()),
};
return dawn_desc;
}
wgpu::VertexBufferLayout AsDawnType(const GPUVertexBufferLayout* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::VertexBufferLayout dawn_desc = {
.stepMode = AsDawnEnum(webgpu_desc->stepMode()),
.arrayStride = webgpu_desc->arrayStride(),
.attributeCount = webgpu_desc->attributes().size(),
// .attributes is handled outside separately
};
return dawn_desc;
}
wgpu::VertexAttribute AsDawnType(const GPUVertexAttribute* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::VertexAttribute dawn_desc = {
.format = AsDawnEnum(webgpu_desc->format()),
.offset = webgpu_desc->offset(),
.shaderLocation = webgpu_desc->shaderLocation(),
};
return dawn_desc;
}
namespace {
wgpu::StencilFaceState AsDawnType(const GPUStencilFaceState* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::StencilFaceState dawn_desc = {
.compare = AsDawnEnum(webgpu_desc->compare()),
.failOp = AsDawnEnum(webgpu_desc->failOp()),
.depthFailOp = AsDawnEnum(webgpu_desc->depthFailOp()),
.passOp = AsDawnEnum(webgpu_desc->passOp()),
};
return dawn_desc;
}
wgpu::PrimitiveState AsDawnType(const GPUPrimitiveState* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::PrimitiveState dawn_desc = {};
dawn_desc.topology = AsDawnEnum(webgpu_desc->topology());
if (webgpu_desc->hasStripIndexFormat()) {
dawn_desc.stripIndexFormat = AsDawnEnum(webgpu_desc->stripIndexFormat());
}
dawn_desc.frontFace = AsDawnEnum(webgpu_desc->frontFace());
dawn_desc.cullMode = AsDawnEnum(webgpu_desc->cullMode());
dawn_desc.unclippedDepth = webgpu_desc->unclippedDepth();
return dawn_desc;
}
wgpu::DepthStencilState AsDawnType(GPUDevice* device,
const GPUDepthStencilState* webgpu_desc,
ExceptionState& exception_state) {
DCHECK(webgpu_desc);
if (!device->ValidateTextureFormatUsage(webgpu_desc->format(),
exception_state)) {
return {};
}
wgpu::DepthStencilState dawn_desc = {};
dawn_desc.format = AsDawnEnum(webgpu_desc->format());
if (webgpu_desc->hasDepthWriteEnabled()) {
dawn_desc.depthWriteEnabled = webgpu_desc->depthWriteEnabled()
? wgpu::OptionalBool::True
: wgpu::OptionalBool::False;
}
if (webgpu_desc->hasDepthCompare()) {
dawn_desc.depthCompare = AsDawnEnum(webgpu_desc->depthCompare());
}
dawn_desc.stencilFront = AsDawnType(webgpu_desc->stencilFront());
dawn_desc.stencilBack = AsDawnType(webgpu_desc->stencilBack());
dawn_desc.stencilReadMask = webgpu_desc->stencilReadMask();
dawn_desc.stencilWriteMask = webgpu_desc->stencilWriteMask();
dawn_desc.depthBias = webgpu_desc->depthBias();
dawn_desc.depthBiasSlopeScale = webgpu_desc->depthBiasSlopeScale();
dawn_desc.depthBiasClamp = webgpu_desc->depthBiasClamp();
return dawn_desc;
}
wgpu::MultisampleState AsDawnType(const GPUMultisampleState* webgpu_desc) {
DCHECK(webgpu_desc);
wgpu::MultisampleState dawn_desc = {
.count = webgpu_desc->count(),
.mask = webgpu_desc->mask(),
.alphaToCoverageEnabled = webgpu_desc->alphaToCoverageEnabled(),
};
return dawn_desc;
}
// TODO(crbug.com/351564777): should be UNSAFE_BUFFER_USAGE
// or avoid UNSAFE entirely (maybe possible using HeapArray)
void AsDawnVertexBufferLayouts(GPUDevice* device,
const GPUVertexState* descriptor,
OwnedVertexState* dawn_desc_info) {
DCHECK(descriptor);
DCHECK(dawn_desc_info);
wgpu::VertexState* dawn_vertex = dawn_desc_info->dawn_desc;
dawn_vertex->bufferCount = descriptor->buffers().size();
if (dawn_vertex->bufferCount == 0) {
dawn_vertex->buffers = nullptr;
return;
}
// TODO(cwallez@chromium.org): Should we validate the Length() first so we
// don't risk creating HUGE vectors of wgpu::VertexBufferLayout from
// the sparse array?
dawn_desc_info->buffers = AsDawnType(descriptor->buffers());
dawn_vertex->buffers = dawn_desc_info->buffers.get();
// Handle wgpu::VertexBufferLayout::attributes separately to guarantee the
// lifetime.
dawn_desc_info->attributes =
std::make_unique<std::unique_ptr<wgpu::VertexAttribute[]>[]>(
dawn_vertex->bufferCount);
for (wtf_size_t i = 0; i < dawn_vertex->bufferCount; ++i) {
if (const auto* buffer = descriptor->buffers()[i].Get()) {
UNSAFE_TODO(dawn_desc_info->attributes.get()[i]) =
AsDawnType(buffer->attributes());
wgpu::VertexBufferLayout* dawn_buffer = &dawn_desc_info->buffers[i];
dawn_buffer->attributes =
UNSAFE_TODO(dawn_desc_info->attributes.get()[i].get());
}
}
}
void GPUVertexStateAsWGPUVertexState(GPUDevice* device,
const GPUVertexState* descriptor,
OwnedVertexState* dawn_vertex) {
DCHECK(descriptor);
DCHECK(dawn_vertex);
*dawn_vertex->dawn_desc = {};
GPUProgrammableStageAsWGPUProgrammableStage(descriptor, dawn_vertex);
dawn_vertex->dawn_desc->constantCount = dawn_vertex->constantCount;
dawn_vertex->dawn_desc->constants = dawn_vertex->constants.get();
dawn_vertex->dawn_desc->module = descriptor->module()->GetHandle();
dawn_vertex->dawn_desc->entryPoint =
dawn_vertex->entry_point ? dawn_vertex->entry_point->c_str() : nullptr;
if (descriptor->hasBuffers()) {
AsDawnVertexBufferLayouts(device, descriptor, dawn_vertex);
}
}
bool IsGPUBlendComponentPartiallySpecified(
const GPUBlendComponent* webgpu_desc) {
DCHECK(webgpu_desc);
// GPUBlendComponent is considered partially specified when:
// - srcFactor is missing but operation or dstFactor is provided
// - dstFactor is missing but operation or srcFactor is provided
return ((!webgpu_desc->hasSrcFactor() &&
(webgpu_desc->hasDstFactor() || webgpu_desc->hasOperation())) ||
(!webgpu_desc->hasDstFactor() &&
(webgpu_desc->hasSrcFactor() || webgpu_desc->hasOperation())));
}
void GPUFragmentStateAsWGPUFragmentState(GPUDevice* device,
const GPUFragmentState* descriptor,
OwnedFragmentState* dawn_fragment,
ExceptionState& exception_state) {
DCHECK(descriptor);
DCHECK(dawn_fragment);
dawn_fragment->dawn_desc = {};
GPUProgrammableStageAsWGPUProgrammableStage(descriptor, dawn_fragment);
dawn_fragment->dawn_desc.constantCount = dawn_fragment->constantCount;
dawn_fragment->dawn_desc.constants = dawn_fragment->constants.get();
dawn_fragment->dawn_desc.module = descriptor->module()->GetHandle();
dawn_fragment->dawn_desc.entryPoint =
dawn_fragment->entry_point ? dawn_fragment->entry_point->c_str()
: nullptr;
dawn_fragment->dawn_desc.targets = nullptr;
dawn_fragment->dawn_desc.targetCount = descriptor->targets().size();
if (dawn_fragment->dawn_desc.targetCount > 0) {
dawn_fragment->targets = AsDawnType(descriptor->targets());
dawn_fragment->dawn_desc.targets = dawn_fragment->targets.get();
}
// In order to maintain proper ownership we have to process the blend states
// for each target outside of AsDawnType().
// ReserveCapacity beforehand to make sure our pointers within the vector
// stay stable.
dawn_fragment->blend_states.resize(descriptor->targets().size());
for (wtf_size_t i = 0; i < descriptor->targets().size(); ++i) {
const auto& maybe_color_target = descriptor->targets()[i];
if (!maybe_color_target) {
continue;
}
const GPUColorTargetState* color_target = maybe_color_target.Get();
if (!device->ValidateTextureFormatUsage(color_target->format(),
exception_state)) {
return;
}
if (color_target->hasBlend()) {
const GPUBlendState* blend_state = color_target->blend();
if (IsGPUBlendComponentPartiallySpecified(blend_state->color())) {
device->AddConsoleWarning(String::Format(
kGPUBlendComponentPartiallySpecifiedMessage, i, "color"));
}
if (IsGPUBlendComponentPartiallySpecified(blend_state->alpha())) {
device->AddConsoleWarning(String::Format(
kGPUBlendComponentPartiallySpecifiedMessage, i, "alpha"));
}
if (!ValidateBlendComponent(device, blend_state->color(),
exception_state) ||
!ValidateBlendComponent(device, blend_state->alpha(),
exception_state)) {
return;
}
dawn_fragment->blend_states[i] = AsDawnType(blend_state);
dawn_fragment->targets[i].blend = &dawn_fragment->blend_states[i];
}
}
}
} // anonymous namespace
void ConvertToDawnType(v8::Isolate* isolate,
GPUDevice* device,
const GPURenderPipelineDescriptor* webgpu_desc,
OwnedRenderPipelineDescriptor* dawn_desc_info,
ExceptionState& exception_state) {
DCHECK(isolate);
DCHECK(webgpu_desc);
DCHECK(dawn_desc_info);
// Label
if (!webgpu_desc->label().empty()) {
dawn_desc_info->label = webgpu_desc->label().Utf8();
dawn_desc_info->dawn_desc.label = dawn_desc_info->label.c_str();
}
// Layout
dawn_desc_info->dawn_desc.layout = AsDawnType(webgpu_desc->layout());
// Vertex
const GPUVertexState* vertex = webgpu_desc->vertex();
OwnedVertexState* dawn_vertex = &dawn_desc_info->vertex;
dawn_vertex->dawn_desc = &dawn_desc_info->dawn_desc.vertex;
GPUVertexStateAsWGPUVertexState(device, vertex, dawn_vertex);
// Primitive
dawn_desc_info->dawn_desc.primitive = AsDawnType(webgpu_desc->primitive());
// DepthStencil
if (webgpu_desc->hasDepthStencil()) {
dawn_desc_info->depth_stencil =
AsDawnType(device, webgpu_desc->depthStencil(), exception_state);
dawn_desc_info->dawn_desc.depthStencil = &dawn_desc_info->depth_stencil;
}
// Multisample
dawn_desc_info->dawn_desc.multisample =
AsDawnType(webgpu_desc->multisample());
// Fragment
if (webgpu_desc->hasFragment()) {
GPUFragmentStateAsWGPUFragmentState(device, webgpu_desc->fragment(),
&dawn_desc_info->fragment,
exception_state);
dawn_desc_info->dawn_desc.fragment = &dawn_desc_info->fragment.dawn_desc;
}
}
// static
GPURenderPipeline* GPURenderPipeline::Create(
ScriptState* script_state,
GPUDevice* device,
const GPURenderPipelineDescriptor* webgpu_desc) {
DCHECK(device);
DCHECK(webgpu_desc);
v8::Isolate* isolate = script_state->GetIsolate();
GPURenderPipeline* pipeline;
OwnedRenderPipelineDescriptor dawn_desc_info;
ConvertToDawnType(isolate, device, webgpu_desc, &dawn_desc_info,
PassThroughException(isolate));
if (isolate->HasPendingException()) {
return nullptr;
}
pipeline = MakeGarbageCollected<GPURenderPipeline>(
device,
device->GetHandle().CreateRenderPipeline(&dawn_desc_info.dawn_desc),
webgpu_desc->label());
return pipeline;
}
GPURenderPipeline::GPURenderPipeline(GPUDevice* device,
wgpu::RenderPipeline render_pipeline,
const String& label)
: DawnObject<wgpu::RenderPipeline>(device,
std::move(render_pipeline),
label) {}
GPUBindGroupLayout* GPURenderPipeline::getBindGroupLayout(uint32_t index) {
return MakeGarbageCollected<GPUBindGroupLayout>(
device_, GetHandle().GetBindGroupLayout(index), String());
}
} // namespace blink
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