// // 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 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 &requiredBufferSize); std::shared_ptr &getSharedDefaultUniformBlock(gl::ShaderType shaderType) { return mDefaultUniformBlocks[shaderType]; } void markDefaultUniformsDirty(); 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 getDefaultUniformAlignedSize(ContextWgpu *context, gl::ShaderType shaderType) const; angle::CheckedNumeric calcUniformUpdateRequiredSpace( ContextWgpu *context, gl::ShaderMap *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 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_