Files
filament/filament/backend/src/webgpu/WebGPUPipelineCreation.cpp
T

309 lines
13 KiB
C++

/*
* Copyright (C) 2025 The Android Open Source Project
*
* 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 "WebGPUPipelineCreation.h"
#include "WebGPUProgram.h"
#include "WebGPURenderTarget.h"
#include "WebGPUVertexBufferInfo.h"
#include <backend/DriverEnums.h>
#include <backend/TargetBufferInfo.h>
#include <utils/Panic.h>
#include <utils/debug.h>
#include <webgpu/webgpu_cpp.h>
#include <array>
#include <cstdint>
#include <sstream>
namespace filament::backend {
namespace {
constexpr wgpu::PrimitiveTopology toWebGPU(PrimitiveType primitiveType) {
switch (primitiveType) {
case PrimitiveType::POINTS:
return wgpu::PrimitiveTopology::PointList;
case PrimitiveType::LINES:
return wgpu::PrimitiveTopology::LineList;
case PrimitiveType::LINE_STRIP:
return wgpu::PrimitiveTopology::LineStrip;
case PrimitiveType::TRIANGLES:
return wgpu::PrimitiveTopology::TriangleList;
case PrimitiveType::TRIANGLE_STRIP:
return wgpu::PrimitiveTopology::TriangleStrip;
}
}
constexpr wgpu::CullMode toWebGPU(CullingMode cullMode) {
switch (cullMode) {
case CullingMode::NONE:
return wgpu::CullMode::None;
case CullingMode::FRONT:
return wgpu::CullMode::Front;
case CullingMode::BACK:
return wgpu::CullMode::Back;
case CullingMode::FRONT_AND_BACK:
// no WegGPU equivalent of front and back
FILAMENT_CHECK_POSTCONDITION(false)
<< "WebGPU does not support CullingMode::FRONT_AND_BACK";
return wgpu::CullMode::Undefined;
}
}
bool hasStencilAspect(wgpu::TextureFormat format) {
switch (format) {
case wgpu::TextureFormat::Stencil8:
case wgpu::TextureFormat::Depth24PlusStencil8:
case wgpu::TextureFormat::Depth32FloatStencil8:
return true;
default:
return false;
}
}
constexpr wgpu::CompareFunction toWebGPU(SamplerCompareFunc compareFunction) {
switch (compareFunction) {
case SamplerCompareFunc::LE:
return wgpu::CompareFunction::LessEqual;
case SamplerCompareFunc::GE:
return wgpu::CompareFunction::GreaterEqual;
case SamplerCompareFunc::L:
return wgpu::CompareFunction::Less;
case SamplerCompareFunc::G:
return wgpu::CompareFunction::Greater;
case SamplerCompareFunc::E:
return wgpu::CompareFunction::Equal;
case SamplerCompareFunc::NE:
return wgpu::CompareFunction::NotEqual;
case SamplerCompareFunc::A:
return wgpu::CompareFunction::Always;
case SamplerCompareFunc::N:
return wgpu::CompareFunction::Never;
}
}
constexpr wgpu::StencilOperation toWebGPU(StencilOperation stencilOp) {
switch (stencilOp) {
case StencilOperation::KEEP:
return wgpu::StencilOperation::Keep;
case StencilOperation::ZERO:
return wgpu::StencilOperation::Zero;
case StencilOperation::REPLACE:
return wgpu::StencilOperation::Replace;
case StencilOperation::INCR:
return wgpu::StencilOperation::IncrementClamp;
case StencilOperation::INCR_WRAP:
return wgpu::StencilOperation::IncrementWrap;
case StencilOperation::DECR:
return wgpu::StencilOperation::DecrementClamp;
case StencilOperation::DECR_WRAP:
return wgpu::StencilOperation::DecrementWrap;
case StencilOperation::INVERT:
return wgpu::StencilOperation::Invert;
}
}
constexpr wgpu::BlendOperation toWebGPU(BlendEquation blendOp) {
switch (blendOp) {
case BlendEquation::ADD:
return wgpu::BlendOperation::Add;
case BlendEquation::SUBTRACT:
return wgpu::BlendOperation::Subtract;
case BlendEquation::REVERSE_SUBTRACT:
return wgpu::BlendOperation::ReverseSubtract;
case BlendEquation::MIN:
return wgpu::BlendOperation::Min;
case BlendEquation::MAX:
return wgpu::BlendOperation::Max;
}
}
constexpr wgpu::BlendFactor toWebGPU(BlendFunction blendFunction) {
switch (blendFunction) {
case BlendFunction::ZERO:
return wgpu::BlendFactor::Zero;
case BlendFunction::ONE:
return wgpu::BlendFactor::One;
case BlendFunction::SRC_COLOR:
return wgpu::BlendFactor::Src;
case BlendFunction::ONE_MINUS_SRC_COLOR:
return wgpu::BlendFactor::OneMinusSrc;
case BlendFunction::DST_COLOR:
return wgpu::BlendFactor::Dst;
case BlendFunction::ONE_MINUS_DST_COLOR:
return wgpu::BlendFactor::OneMinusDst;
case BlendFunction::SRC_ALPHA:
return wgpu::BlendFactor::SrcAlpha;
case BlendFunction::ONE_MINUS_SRC_ALPHA:
return wgpu::BlendFactor::OneMinusSrcAlpha;
case BlendFunction::DST_ALPHA:
return wgpu::BlendFactor::DstAlpha;
case BlendFunction::ONE_MINUS_DST_ALPHA:
return wgpu::BlendFactor::OneMinusDstAlpha;
case BlendFunction::SRC_ALPHA_SATURATE:
return wgpu::BlendFactor::SrcAlphaSaturated;
}
}
}// namespace
wgpu::RenderPipeline createWebGPURenderPipeline(wgpu::Device const& device,
WebGPUProgram const& program, WebGPUVertexBufferInfo const& vertexBufferInfo,
wgpu::PipelineLayout const& layout, RasterState const& rasterState,
StencilState const& stencilState, PolygonOffset const& polygonOffset,
const PrimitiveType primitiveType, std::vector<wgpu::TextureFormat> const& colorFormats,
const wgpu::TextureFormat depthStencilFormat, const uint8_t samplesCount, bool requestedStencil) {
assert_invariant(program.vertexShaderModule);
wgpu::DepthStencilState depthStencilState{};
if (depthStencilFormat != wgpu::TextureFormat::Undefined) {
depthStencilState.format = depthStencilFormat;
depthStencilState.depthWriteEnabled = rasterState.depthWrite;
depthStencilState.depthCompare = toWebGPU(rasterState.depthFunc);
if (polygonOffset.constant != 0.0f || polygonOffset.slope != 0.0f) {
depthStencilState.depthBias = static_cast<int32_t>(polygonOffset.constant);
depthStencilState.depthBiasSlopeScale = polygonOffset.slope;
depthStencilState.depthBiasClamp = 0.0f;
} else {
depthStencilState.depthBias = 0;
depthStencilState.depthBiasSlopeScale = 0.0f;
depthStencilState.depthBiasClamp = 0.0f;
}
if (hasStencilAspect(depthStencilFormat) && requestedStencil) {
depthStencilState.stencilFront = {
.compare = toWebGPU(stencilState.front.stencilFunc),
.failOp = toWebGPU(stencilState.front.stencilOpStencilFail),
.depthFailOp = toWebGPU(stencilState.front.stencilOpDepthFail),
.passOp = toWebGPU(stencilState.front.stencilOpDepthStencilPass),
};
depthStencilState.stencilBack = {
.compare = toWebGPU(stencilState.back.stencilFunc),
.failOp = toWebGPU(stencilState.back.stencilOpStencilFail),
.depthFailOp = toWebGPU(stencilState.back.stencilOpDepthFail),
.passOp = toWebGPU(stencilState.back.stencilOpDepthStencilPass),
};
depthStencilState.stencilReadMask = stencilState.front.readMask;
depthStencilState.stencilWriteMask = stencilState.stencilWrite ? stencilState.front.writeMask : 0u;
} else {
depthStencilState.stencilFront.compare = wgpu::CompareFunction::Always;
depthStencilState.stencilFront.failOp = wgpu::StencilOperation::Keep;
depthStencilState.stencilFront.depthFailOp = wgpu::StencilOperation::Keep;
depthStencilState.stencilFront.passOp = wgpu::StencilOperation::Keep;
depthStencilState.stencilBack = depthStencilState.stencilFront;
depthStencilState.stencilReadMask = 0;
depthStencilState.stencilWriteMask = 0;
}
}
std::stringstream pipelineLabelStream;
pipelineLabelStream << program.name.c_str() << " pipeline";
const auto pipelineLabel = pipelineLabelStream.str();
wgpu::RenderPipelineDescriptor pipelineDescriptor{
.label = wgpu::StringView(pipelineLabel),
.layout = layout,
.vertex = { .module = program.vertexShaderModule,
.entryPoint = "main",
// we do not use WebGPU's override constants due to 2 limitations
// (at least at the time of write this):
// 1. they cannot be used for the size of an array, which is needed
// 2. if we pass the WebGPU API (CPU-side) constants not referenced in the
// shader WebGPU fails. This is a problem with how Filament is designed,
// where certain constants may be optimized out of the shader based
// on build configuration, etc.
//
// to bypass these problems, we do not use override constants in the
// WebGPU backend, instead replacing placeholder constants in the shader
// text before creating the shader module (essentially implementing
// override constants ourselves)
.constantCount = 0,
.constants = nullptr,
.bufferCount = vertexBufferInfo.getVertexBufferLayoutCount(),
.buffers = vertexBufferInfo.getVertexBufferLayouts()
},
.primitive = {
.topology = toWebGPU(primitiveType),
// TODO should we assume some constant format here or is there a way to get
// this from PipelineState somehow or elsewhere?
// Perhaps, cache/assert format from index buffers as they are requested?
.stripIndexFormat = wgpu::IndexFormat::Undefined,
.frontFace = rasterState.inverseFrontFaces ? wgpu::FrontFace::CW : wgpu::FrontFace::CCW,
.cullMode = toWebGPU(rasterState.culling),
// TODO no depth clamp in WebGPU supported directly. unclippedDepth is close, so we are
// starting there
.unclippedDepth = !rasterState.depthClamp &&
device.HasFeature(wgpu::FeatureName::DepthClipControl)
},
.depthStencil = depthStencilFormat != wgpu::TextureFormat::Undefined ? &depthStencilState: nullptr,
.multisample = {
.count = samplesCount,
.mask = 0xFFFFFFFF,
.alphaToCoverageEnabled = (samplesCount > 1) && rasterState.alphaToCoverage
},
.fragment = nullptr // will add below if fragment module is included
};
wgpu::FragmentState fragmentState = {};
std::array<wgpu::ColorTargetState, MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT> colorTargets {};
const wgpu::BlendState blendState {
.color = {
.operation = toWebGPU(rasterState.blendEquationRGB),
.srcFactor = toWebGPU(rasterState.blendFunctionSrcRGB),
.dstFactor = toWebGPU(rasterState.blendFunctionDstRGB)
},
.alpha = {
.operation = toWebGPU(rasterState.blendEquationAlpha),
.srcFactor = toWebGPU(rasterState.blendFunctionSrcAlpha),
.dstFactor = toWebGPU(rasterState.blendFunctionDstAlpha)
}
};
if (program.fragmentShaderModule != nullptr) {
fragmentState.module = program.fragmentShaderModule;
fragmentState.entryPoint = "main";
// see the comment about constants for the vertex state, as the same reasoning applies
// here
fragmentState.constantCount = 0,
fragmentState.constants = nullptr,
fragmentState.targetCount = colorFormats.size();
fragmentState.targets = colorTargets.data();
assert_invariant(fragmentState.targetCount <= MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT);
// We expect a fragment shader implies at least one color target if it outputs color.
// This should be guaranteed by the caller ensuring colorFormats is not empty.
// However, this fails on shadowtest.cpp, TODO investigate why
// assert_invariant(fragmentState.targetCount > 0);
for (size_t targetIndex = 0; targetIndex < fragmentState.targetCount; targetIndex++) {
auto& colorTarget = colorTargets[targetIndex];
colorTarget.format = colorFormats[targetIndex];
colorTarget.blend = rasterState.hasBlending() ? &blendState : nullptr;
colorTarget.writeMask =
rasterState.colorWrite ? wgpu::ColorWriteMask::All : wgpu::ColorWriteMask::None;
}
pipelineDescriptor.fragment = &fragmentState;
}
const wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
FILAMENT_CHECK_POSTCONDITION(pipeline)
<< "Failed to create render pipeline for " << pipelineDescriptor.label;
return pipeline;
}
}// namespace filament::backend