Hash :
4a835cf2
Author :
Date :
2024-11-01T13:31:00
WebGPU: send uniforms to GPU for use in shader Basic uniforms should now be accessible in the shader during a draw call, rather than just via glGetUniform*(). This is unoptimized and creates a new GPU-side copy of all the uniforms, every time any uniform changes. This sets up the bind group layout for a pipeline and sets the bind groups in the renderer pass. Right now these bind groups only contain the default uniform blocks, but in the future will need to contain textures, samplers, and non-default uniform blocks (UBOs). Bug: angleproject:376553328 Change-Id: I50891b81ab2ee374d674213257f76319c0222120 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5980972 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Liza Burakova <liza@chromium.org> Commit-Queue: Matthew Denton <mpdenton@chromium.org>
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//
// 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.h: Implementation of ProgramExecutableImpl.
#ifndef LIBANGLE_RENDERER_WGPU_PROGRAMEXECUTABLEWGPU_H_
#define LIBANGLE_RENDERER_WGPU_PROGRAMEXECUTABLEWGPU_H_
#include "libANGLE/ProgramExecutable.h"
#include "libANGLE/renderer/ProgramExecutableImpl.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/wgpu/wgpu_pipeline_state.h"
#include <dawn/webgpu_cpp.h>
namespace rx
{
struct TranslatedWGPUShaderModule
{
wgpu::ShaderModule module;
};
class ProgramExecutableWgpu : public ProgramExecutableImpl
{
public:
ProgramExecutableWgpu(const gl::ProgramExecutable *executable);
~ProgramExecutableWgpu() override;
void destroy(const gl::Context *context) override;
angle::Result updateUniformsAndGetBindGroup(ContextWgpu *context,
wgpu::BindGroup *outBindGroup);
angle::Result resizeUniformBlockMemory(const gl::ShaderMap<size_t> &requiredBufferSize);
std::shared_ptr<BufferAndLayout> &getSharedDefaultUniformBlock(gl::ShaderType shaderType)
{
return mDefaultUniformBlocks[shaderType];
}
bool checkDirtyUniforms() { return mDefaultUniformBlocksDirty.any(); }
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
TranslatedWGPUShaderModule &getShaderModule(gl::ShaderType type);
angle::Result getRenderPipeline(ContextWgpu *context,
const webgpu::RenderPipelineDesc &desc,
wgpu::RenderPipeline *pipelineOut);
private:
angle::CheckedNumeric<size_t> getDefaultUniformAlignedSize(ContextWgpu *context,
gl::ShaderType shaderType) const;
angle::CheckedNumeric<size_t> calcUniformUpdateRequiredSpace(
ContextWgpu *context,
gl::ShaderMap<uint64_t> *uniformOffsets) const;
// The layout of the resource bind groups (numbering for buffers, textures, samplers) can be
// determined once the program is linked, and should be passed in pipeline creation. Fills in
// `mPipelineLayout` and `mDefaultBindGroupLayout` if they haven't been already.
void genBindingLayoutIfNecessary(ContextWgpu *context);
gl::ShaderMap<TranslatedWGPUShaderModule> mShaderModules;
webgpu::PipelineCache mPipelineCache;
// Holds the binding layout of resources (buffers, textures, samplers) required by the linked
// shaders.
wgpu::PipelineLayout mPipelineLayout;
// Holds the binding group layout for the default bind group.
wgpu::BindGroupLayout mDefaultBindGroupLayout;
// Holds the most recent BindGroup. Note there may be others in the command buffer.
wgpu::BindGroup mDefaultBindGroup;
// Holds layout info for basic GL uniforms, which needs to be laid out in a buffer for WGSL
// similarly to a UBO.
DefaultUniformBlockMap mDefaultUniformBlocks;
gl::ShaderBitSet mDefaultUniformBlocksDirty;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_WGPU_PROGRAMEXECUTABLEWGPU_H_