// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "dawn_native/RenderPipeline.h" #include "common/BitSetIterator.h" #include "common/HashUtils.h" #include "dawn_native/Commands.h" #include "dawn_native/Device.h" #include "dawn_native/ValidationUtils_autogen.h" namespace dawn_native { // Helper functions namespace { MaybeError ValidateVertexAttributeDescriptor( const VertexAttributeDescriptor* attribute, uint64_t vertexBufferStride, std::bitset* attributesSetMask) { DAWN_TRY(ValidateVertexFormat(attribute->format)); if (attribute->shaderLocation >= kMaxVertexAttributes) { return DAWN_VALIDATION_ERROR("Setting attribute out of bounds"); } // No underflow is possible because the max vertex format size is smaller than // kMaxVertexAttributeEnd. ASSERT(kMaxVertexAttributeEnd >= VertexFormatSize(attribute->format)); if (attribute->offset > kMaxVertexAttributeEnd - VertexFormatSize(attribute->format)) { return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds"); } // No overflow is possible because the offset is already validated to be less // than kMaxVertexAttributeEnd. ASSERT(attribute->offset < kMaxVertexAttributeEnd); if (vertexBufferStride > 0 && attribute->offset + VertexFormatSize(attribute->format) > vertexBufferStride) { return DAWN_VALIDATION_ERROR("Setting attribute offset out of bounds"); } if ((*attributesSetMask)[attribute->shaderLocation]) { return DAWN_VALIDATION_ERROR("Setting already set attribute"); } attributesSetMask->set(attribute->shaderLocation); return {}; } MaybeError ValidateVertexBufferDescriptor( const VertexBufferDescriptor* buffer, std::bitset* attributesSetMask) { DAWN_TRY(ValidateInputStepMode(buffer->stepMode)); if (buffer->stride > kMaxVertexBufferStride) { return DAWN_VALIDATION_ERROR("Setting input stride out of bounds"); } if (buffer->stride % 4 != 0) { return DAWN_VALIDATION_ERROR( "Stride of Vertex buffer needs to be multiple of 4 bytes"); } for (uint32_t i = 0; i < buffer->attributeCount; ++i) { DAWN_TRY(ValidateVertexAttributeDescriptor(&buffer->attributes[i], buffer->stride, attributesSetMask)); } return {}; } MaybeError ValidateVertexInputDescriptor( const VertexInputDescriptor* descriptor, std::bitset* attributesSetMask) { if (descriptor->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); } DAWN_TRY(ValidateIndexFormat(descriptor->indexFormat)); if (descriptor->bufferCount > kMaxVertexBuffers) { return DAWN_VALIDATION_ERROR("Vertex Inputs number exceeds maximum"); } uint32_t totalAttributesNum = 0; for (uint32_t i = 0; i < descriptor->bufferCount; ++i) { DAWN_TRY( ValidateVertexBufferDescriptor(&descriptor->buffers[i], attributesSetMask)); totalAttributesNum += descriptor->buffers[i].attributeCount; } // Every vertex attribute has a member called shaderLocation, and there are some // requirements for shaderLocation: 1) >=0, 2) values are different across different // attributes, 3) can't exceed kMaxVertexAttributes. So it can ensure that total // attribute number never exceed kMaxVertexAttributes. ASSERT(totalAttributesNum <= kMaxVertexAttributes); return {}; } MaybeError ValidateRasterizationStateDescriptor( const RasterizationStateDescriptor* descriptor) { if (descriptor->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); } DAWN_TRY(ValidateFrontFace(descriptor->frontFace)); DAWN_TRY(ValidateCullMode(descriptor->cullMode)); return {}; } MaybeError ValidateColorStateDescriptor(const DeviceBase* device, const ColorStateDescriptor* descriptor) { if (descriptor->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); } DAWN_TRY(ValidateBlendOperation(descriptor->alphaBlend.operation)); DAWN_TRY(ValidateBlendFactor(descriptor->alphaBlend.srcFactor)); DAWN_TRY(ValidateBlendFactor(descriptor->alphaBlend.dstFactor)); DAWN_TRY(ValidateBlendOperation(descriptor->colorBlend.operation)); DAWN_TRY(ValidateBlendFactor(descriptor->colorBlend.srcFactor)); DAWN_TRY(ValidateBlendFactor(descriptor->colorBlend.dstFactor)); DAWN_TRY(ValidateColorWriteMask(descriptor->writeMask)); const Format* format; DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor->format)); if (!format->IsColor() || !format->isRenderable) { return DAWN_VALIDATION_ERROR("Color format must be color renderable"); } return {}; } MaybeError ValidateDepthStencilStateDescriptor( const DeviceBase* device, const DepthStencilStateDescriptor* descriptor) { if (descriptor->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); } DAWN_TRY(ValidateCompareFunction(descriptor->depthCompare)); DAWN_TRY(ValidateCompareFunction(descriptor->stencilFront.compare)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.failOp)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.depthFailOp)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilFront.passOp)); DAWN_TRY(ValidateCompareFunction(descriptor->stencilBack.compare)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.failOp)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.depthFailOp)); DAWN_TRY(ValidateStencilOperation(descriptor->stencilBack.passOp)); const Format* format; DAWN_TRY_ASSIGN(format, device->GetInternalFormat(descriptor->format)); if (!format->HasDepthOrStencil() || !format->isRenderable) { return DAWN_VALIDATION_ERROR( "Depth stencil format must be depth-stencil renderable"); } return {}; } } // anonymous namespace // Helper functions size_t IndexFormatSize(dawn::IndexFormat format) { switch (format) { case dawn::IndexFormat::Uint16: return sizeof(uint16_t); case dawn::IndexFormat::Uint32: return sizeof(uint32_t); default: UNREACHABLE(); } } uint32_t VertexFormatNumComponents(dawn::VertexFormat format) { switch (format) { case dawn::VertexFormat::UChar4: case dawn::VertexFormat::Char4: case dawn::VertexFormat::UChar4Norm: case dawn::VertexFormat::Char4Norm: case dawn::VertexFormat::UShort4: case dawn::VertexFormat::Short4: case dawn::VertexFormat::UShort4Norm: case dawn::VertexFormat::Short4Norm: case dawn::VertexFormat::Half4: case dawn::VertexFormat::Float4: case dawn::VertexFormat::UInt4: case dawn::VertexFormat::Int4: return 4; case dawn::VertexFormat::Float3: case dawn::VertexFormat::UInt3: case dawn::VertexFormat::Int3: return 3; case dawn::VertexFormat::UChar2: case dawn::VertexFormat::Char2: case dawn::VertexFormat::UChar2Norm: case dawn::VertexFormat::Char2Norm: case dawn::VertexFormat::UShort2: case dawn::VertexFormat::Short2: case dawn::VertexFormat::UShort2Norm: case dawn::VertexFormat::Short2Norm: case dawn::VertexFormat::Half2: case dawn::VertexFormat::Float2: case dawn::VertexFormat::UInt2: case dawn::VertexFormat::Int2: return 2; case dawn::VertexFormat::Float: case dawn::VertexFormat::UInt: case dawn::VertexFormat::Int: return 1; default: UNREACHABLE(); } } size_t VertexFormatComponentSize(dawn::VertexFormat format) { switch (format) { case dawn::VertexFormat::UChar2: case dawn::VertexFormat::UChar4: case dawn::VertexFormat::Char2: case dawn::VertexFormat::Char4: case dawn::VertexFormat::UChar2Norm: case dawn::VertexFormat::UChar4Norm: case dawn::VertexFormat::Char2Norm: case dawn::VertexFormat::Char4Norm: return sizeof(char); case dawn::VertexFormat::UShort2: case dawn::VertexFormat::UShort4: case dawn::VertexFormat::UShort2Norm: case dawn::VertexFormat::UShort4Norm: case dawn::VertexFormat::Short2: case dawn::VertexFormat::Short4: case dawn::VertexFormat::Short2Norm: case dawn::VertexFormat::Short4Norm: case dawn::VertexFormat::Half2: case dawn::VertexFormat::Half4: return sizeof(uint16_t); case dawn::VertexFormat::Float: case dawn::VertexFormat::Float2: case dawn::VertexFormat::Float3: case dawn::VertexFormat::Float4: return sizeof(float); case dawn::VertexFormat::UInt: case dawn::VertexFormat::UInt2: case dawn::VertexFormat::UInt3: case dawn::VertexFormat::UInt4: case dawn::VertexFormat::Int: case dawn::VertexFormat::Int2: case dawn::VertexFormat::Int3: case dawn::VertexFormat::Int4: return sizeof(int32_t); default: UNREACHABLE(); } } size_t VertexFormatSize(dawn::VertexFormat format) { return VertexFormatNumComponents(format) * VertexFormatComponentSize(format); } MaybeError ValidateRenderPipelineDescriptor(const DeviceBase* device, const RenderPipelineDescriptor* descriptor) { if (descriptor->nextInChain != nullptr) { return DAWN_VALIDATION_ERROR("nextInChain must be nullptr"); } DAWN_TRY(device->ValidateObject(descriptor->layout)); // TODO(crbug.com/dawn/136): Support vertex-only pipelines. if (descriptor->fragmentStage == nullptr) { return DAWN_VALIDATION_ERROR("Null fragment stage is not supported (yet)"); } std::bitset attributesSetMask; if (descriptor->vertexInput) { DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &attributesSetMask)); } DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology)); DAWN_TRY(ValidatePipelineStageDescriptor(device, &descriptor->vertexStage, descriptor->layout, SingleShaderStage::Vertex)); DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->fragmentStage, descriptor->layout, SingleShaderStage::Fragment)); if (descriptor->rasterizationState) { DAWN_TRY(ValidateRasterizationStateDescriptor(descriptor->rasterizationState)); } if ((descriptor->vertexStage.module->GetUsedVertexAttributes() & ~attributesSetMask) .any()) { return DAWN_VALIDATION_ERROR( "Pipeline vertex stage uses inputs not in the input state"); } if (!IsValidSampleCount(descriptor->sampleCount)) { return DAWN_VALIDATION_ERROR("Sample count is not supported"); } if (descriptor->colorStateCount > kMaxColorAttachments) { return DAWN_VALIDATION_ERROR("Color States number exceeds maximum"); } if (descriptor->colorStateCount == 0 && !descriptor->depthStencilState) { return DAWN_VALIDATION_ERROR("Should have at least one attachment"); } for (uint32_t i = 0; i < descriptor->colorStateCount; ++i) { DAWN_TRY(ValidateColorStateDescriptor(device, descriptor->colorStates[i])); } if (descriptor->depthStencilState) { DAWN_TRY(ValidateDepthStencilStateDescriptor(device, descriptor->depthStencilState)); } if (descriptor->sampleMask != 0xFFFFFFFF) { return DAWN_VALIDATION_ERROR("sampleMask must be 0xFFFFFFFF (for now)"); } if (descriptor->alphaToCoverageEnabled) { return DAWN_VALIDATION_ERROR("alphaToCoverageEnabled isn't supported (yet)"); } return {}; } bool StencilTestEnabled(const DepthStencilStateDescriptor* mDepthStencilState) { return mDepthStencilState->stencilBack.compare != dawn::CompareFunction::Always || mDepthStencilState->stencilBack.failOp != dawn::StencilOperation::Keep || mDepthStencilState->stencilBack.depthFailOp != dawn::StencilOperation::Keep || mDepthStencilState->stencilBack.passOp != dawn::StencilOperation::Keep || mDepthStencilState->stencilFront.compare != dawn::CompareFunction::Always || mDepthStencilState->stencilFront.failOp != dawn::StencilOperation::Keep || mDepthStencilState->stencilFront.depthFailOp != dawn::StencilOperation::Keep || mDepthStencilState->stencilFront.passOp != dawn::StencilOperation::Keep; } bool BlendEnabled(const ColorStateDescriptor* mColorState) { return mColorState->alphaBlend.operation != dawn::BlendOperation::Add || mColorState->alphaBlend.srcFactor != dawn::BlendFactor::One || mColorState->alphaBlend.dstFactor != dawn::BlendFactor::Zero || mColorState->colorBlend.operation != dawn::BlendOperation::Add || mColorState->colorBlend.srcFactor != dawn::BlendFactor::One || mColorState->colorBlend.dstFactor != dawn::BlendFactor::Zero; } // RenderPipelineBase RenderPipelineBase::RenderPipelineBase(DeviceBase* device, const RenderPipelineDescriptor* descriptor, bool blueprint) : PipelineBase(device, descriptor->layout, dawn::ShaderStage::Vertex | dawn::ShaderStage::Fragment), mAttachmentState(device->GetOrCreateAttachmentState(descriptor)), mPrimitiveTopology(descriptor->primitiveTopology), mSampleMask(descriptor->sampleMask), mAlphaToCoverageEnabled(descriptor->alphaToCoverageEnabled), mVertexModule(descriptor->vertexStage.module), mVertexEntryPoint(descriptor->vertexStage.entryPoint), mFragmentModule(descriptor->fragmentStage->module), mFragmentEntryPoint(descriptor->fragmentStage->entryPoint), mIsBlueprint(blueprint) { if (descriptor->vertexInput != nullptr) { mVertexInput = *descriptor->vertexInput; } else { mVertexInput = VertexInputDescriptor(); } for (uint32_t slot = 0; slot < mVertexInput.bufferCount; ++slot) { if (mVertexInput.buffers[slot].attributeCount == 0) { continue; } mInputsSetMask.set(slot); mInputInfos[slot].stride = mVertexInput.buffers[slot].stride; mInputInfos[slot].stepMode = mVertexInput.buffers[slot].stepMode; uint32_t location = 0; for (uint32_t i = 0; i < mVertexInput.buffers[slot].attributeCount; ++i) { location = mVertexInput.buffers[slot].attributes[i].shaderLocation; mAttributesSetMask.set(location); mAttributeInfos[location].shaderLocation = location; mAttributeInfos[location].inputSlot = slot; mAttributeInfos[location].offset = mVertexInput.buffers[slot].attributes[i].offset; mAttributeInfos[location].format = mVertexInput.buffers[slot].attributes[i].format; } } if (descriptor->rasterizationState != nullptr) { mRasterizationState = *descriptor->rasterizationState; } else { mRasterizationState = RasterizationStateDescriptor(); } if (mAttachmentState->HasDepthStencilAttachment()) { mDepthStencilState = *descriptor->depthStencilState; } else { // These default values below are useful for backends to fill information. // The values indicate that depth and stencil test are disabled when backends // set their own depth stencil states/descriptors according to the values in // mDepthStencilState. mDepthStencilState.depthCompare = dawn::CompareFunction::Always; mDepthStencilState.depthWriteEnabled = false; mDepthStencilState.stencilBack.compare = dawn::CompareFunction::Always; mDepthStencilState.stencilBack.failOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilBack.depthFailOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilBack.passOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilFront.compare = dawn::CompareFunction::Always; mDepthStencilState.stencilFront.failOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilFront.depthFailOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilFront.passOp = dawn::StencilOperation::Keep; mDepthStencilState.stencilReadMask = 0xff; mDepthStencilState.stencilWriteMask = 0xff; } for (uint32_t i : IterateBitSet(mAttachmentState->GetColorAttachmentsMask())) { mColorStates[i] = *descriptor->colorStates[i]; } // TODO(cwallez@chromium.org): Check against the shader module that the correct color // attachment are set? } RenderPipelineBase::RenderPipelineBase(DeviceBase* device, ObjectBase::ErrorTag tag) : PipelineBase(device, tag) { } // static RenderPipelineBase* RenderPipelineBase::MakeError(DeviceBase* device) { return new RenderPipelineBase(device, ObjectBase::kError); } RenderPipelineBase::~RenderPipelineBase() { // Do not uncache the actual cached object if we are a blueprint if (!mIsBlueprint && !IsError()) { GetDevice()->UncacheRenderPipeline(this); } } const VertexInputDescriptor* RenderPipelineBase::GetVertexInputDescriptor() const { ASSERT(!IsError()); return &mVertexInput; } const std::bitset& RenderPipelineBase::GetAttributesSetMask() const { ASSERT(!IsError()); return mAttributesSetMask; } const VertexAttributeInfo& RenderPipelineBase::GetAttribute(uint32_t location) const { ASSERT(!IsError()); ASSERT(mAttributesSetMask[location]); return mAttributeInfos[location]; } const std::bitset& RenderPipelineBase::GetInputsSetMask() const { ASSERT(!IsError()); return mInputsSetMask; } const VertexBufferInfo& RenderPipelineBase::GetInput(uint32_t slot) const { ASSERT(!IsError()); ASSERT(mInputsSetMask[slot]); return mInputInfos[slot]; } const ColorStateDescriptor* RenderPipelineBase::GetColorStateDescriptor( uint32_t attachmentSlot) const { ASSERT(!IsError()); ASSERT(attachmentSlot < mColorStates.size()); return &mColorStates[attachmentSlot]; } const DepthStencilStateDescriptor* RenderPipelineBase::GetDepthStencilStateDescriptor() const { ASSERT(!IsError()); return &mDepthStencilState; } dawn::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const { ASSERT(!IsError()); return mPrimitiveTopology; } dawn::CullMode RenderPipelineBase::GetCullMode() const { ASSERT(!IsError()); return mRasterizationState.cullMode; } dawn::FrontFace RenderPipelineBase::GetFrontFace() const { ASSERT(!IsError()); return mRasterizationState.frontFace; } std::bitset RenderPipelineBase::GetColorAttachmentsMask() const { ASSERT(!IsError()); return mAttachmentState->GetColorAttachmentsMask(); } bool RenderPipelineBase::HasDepthStencilAttachment() const { ASSERT(!IsError()); return mAttachmentState->HasDepthStencilAttachment(); } dawn::TextureFormat RenderPipelineBase::GetColorAttachmentFormat(uint32_t attachment) const { ASSERT(!IsError()); return mColorStates[attachment].format; } dawn::TextureFormat RenderPipelineBase::GetDepthStencilFormat() const { ASSERT(!IsError()); ASSERT(mAttachmentState->HasDepthStencilAttachment()); return mDepthStencilState.format; } uint32_t RenderPipelineBase::GetSampleCount() const { ASSERT(!IsError()); return mAttachmentState->GetSampleCount(); } const AttachmentState* RenderPipelineBase::GetAttachmentState() const { ASSERT(!IsError()); return mAttachmentState.Get(); } std::bitset RenderPipelineBase::GetAttributesUsingInput( uint32_t slot) const { ASSERT(!IsError()); return attributesUsingInput[slot]; } size_t RenderPipelineBase::HashFunc::operator()(const RenderPipelineBase* pipeline) const { size_t hash = 0; // Hash modules and layout HashCombine(&hash, pipeline->GetLayout()); HashCombine(&hash, pipeline->mVertexModule.Get(), pipeline->mFragmentEntryPoint); HashCombine(&hash, pipeline->mFragmentModule.Get(), pipeline->mFragmentEntryPoint); // Hierarchically hash the attachment state. // It contains the attachments set, texture formats, and sample count. HashCombine(&hash, pipeline->mAttachmentState.Get()); // Hash attachments for (uint32_t i : IterateBitSet(pipeline->mAttachmentState->GetColorAttachmentsMask())) { const ColorStateDescriptor& desc = *pipeline->GetColorStateDescriptor(i); HashCombine(&hash, desc.writeMask); HashCombine(&hash, desc.colorBlend.operation, desc.colorBlend.srcFactor, desc.colorBlend.dstFactor); HashCombine(&hash, desc.alphaBlend.operation, desc.alphaBlend.srcFactor, desc.alphaBlend.dstFactor); } if (pipeline->mAttachmentState->HasDepthStencilAttachment()) { const DepthStencilStateDescriptor& desc = pipeline->mDepthStencilState; HashCombine(&hash, desc.depthWriteEnabled, desc.depthCompare); HashCombine(&hash, desc.stencilReadMask, desc.stencilWriteMask); HashCombine(&hash, desc.stencilFront.compare, desc.stencilFront.failOp, desc.stencilFront.depthFailOp, desc.stencilFront.passOp); HashCombine(&hash, desc.stencilBack.compare, desc.stencilBack.failOp, desc.stencilBack.depthFailOp, desc.stencilBack.passOp); } // Hash vertex input state HashCombine(&hash, pipeline->mAttributesSetMask); for (uint32_t i : IterateBitSet(pipeline->mAttributesSetMask)) { const VertexAttributeInfo& desc = pipeline->GetAttribute(i); HashCombine(&hash, desc.shaderLocation, desc.inputSlot, desc.offset, desc.format); } HashCombine(&hash, pipeline->mInputsSetMask); for (uint32_t i : IterateBitSet(pipeline->mInputsSetMask)) { const VertexBufferInfo& desc = pipeline->GetInput(i); HashCombine(&hash, desc.stride, desc.stepMode); } HashCombine(&hash, pipeline->mVertexInput.indexFormat); // Hash rasterization state { const RasterizationStateDescriptor& desc = pipeline->mRasterizationState; HashCombine(&hash, desc.frontFace, desc.cullMode); HashCombine(&hash, desc.depthBias, desc.depthBiasSlopeScale, desc.depthBiasClamp); } // Hash other state HashCombine(&hash, pipeline->mPrimitiveTopology, pipeline->mSampleMask, pipeline->mAlphaToCoverageEnabled); return hash; } bool RenderPipelineBase::EqualityFunc::operator()(const RenderPipelineBase* a, const RenderPipelineBase* b) const { // Check modules and layout if (a->GetLayout() != b->GetLayout() || a->mVertexModule.Get() != b->mVertexModule.Get() || a->mVertexEntryPoint != b->mVertexEntryPoint || a->mFragmentModule.Get() != b->mFragmentModule.Get() || a->mFragmentEntryPoint != b->mFragmentEntryPoint) { return false; } // Check the attachment state. // It contains the attachments set, texture formats, and sample count. if (a->mAttachmentState.Get() != b->mAttachmentState.Get()) { return false; } for (uint32_t i : IterateBitSet(a->mAttachmentState->GetColorAttachmentsMask())) { const ColorStateDescriptor& descA = *a->GetColorStateDescriptor(i); const ColorStateDescriptor& descB = *b->GetColorStateDescriptor(i); if (descA.writeMask != descB.writeMask) { return false; } if (descA.colorBlend.operation != descB.colorBlend.operation || descA.colorBlend.srcFactor != descB.colorBlend.srcFactor || descA.colorBlend.dstFactor != descB.colorBlend.dstFactor) { return false; } if (descA.alphaBlend.operation != descB.alphaBlend.operation || descA.alphaBlend.srcFactor != descB.alphaBlend.srcFactor || descA.alphaBlend.dstFactor != descB.alphaBlend.dstFactor) { return false; } } if (a->mAttachmentState->HasDepthStencilAttachment()) { const DepthStencilStateDescriptor& descA = a->mDepthStencilState; const DepthStencilStateDescriptor& descB = b->mDepthStencilState; if (descA.depthWriteEnabled != descB.depthWriteEnabled || descA.depthCompare != descB.depthCompare) { return false; } if (descA.stencilReadMask != descB.stencilReadMask || descA.stencilWriteMask != descB.stencilWriteMask) { return false; } if (descA.stencilFront.compare != descB.stencilFront.compare || descA.stencilFront.failOp != descB.stencilFront.failOp || descA.stencilFront.depthFailOp != descB.stencilFront.depthFailOp || descA.stencilFront.passOp != descB.stencilFront.passOp) { return false; } if (descA.stencilBack.compare != descB.stencilBack.compare || descA.stencilBack.failOp != descB.stencilBack.failOp || descA.stencilBack.depthFailOp != descB.stencilBack.depthFailOp || descA.stencilBack.passOp != descB.stencilBack.passOp) { return false; } } // Check vertex input state if (a->mAttributesSetMask != b->mAttributesSetMask) { return false; } for (uint32_t i : IterateBitSet(a->mAttributesSetMask)) { const VertexAttributeInfo& descA = a->GetAttribute(i); const VertexAttributeInfo& descB = b->GetAttribute(i); if (descA.shaderLocation != descB.shaderLocation || descA.inputSlot != descB.inputSlot || descA.offset != descB.offset || descA.format != descB.format) { return false; } } if (a->mInputsSetMask != b->mInputsSetMask) { return false; } for (uint32_t i : IterateBitSet(a->mInputsSetMask)) { const VertexBufferInfo& descA = a->GetInput(i); const VertexBufferInfo& descB = b->GetInput(i); if (descA.stride != descB.stride || descA.stepMode != descB.stepMode) { return false; } } if (a->mVertexInput.indexFormat != b->mVertexInput.indexFormat) { return false; } // Check rasterization state { const RasterizationStateDescriptor& descA = a->mRasterizationState; const RasterizationStateDescriptor& descB = b->mRasterizationState; if (descA.frontFace != descB.frontFace || descA.cullMode != descB.cullMode) { return false; } if (descA.depthBias != descB.depthBias || descA.depthBiasSlopeScale != descB.depthBiasSlopeScale || descA.depthBiasClamp != descB.depthBiasClamp) { return false; } } // Check other state if (a->mPrimitiveTopology != b->mPrimitiveTopology || a->mSampleMask != b->mSampleMask || a->mAlphaToCoverageEnabled != b->mAlphaToCoverageEnabled) { return false; } return true; } } // namespace dawn_native