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tint->dawn: Move src/dawn_native -> src/dawn/native
Bug: dawn:1275 Change-Id: Ic60a00107a015bc677ff929c492f1085ffc38482 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/79083 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@chromium.org>
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Dawn LUCI CQ
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src/dawn/native/opengl/PipelineGL.h
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69
src/dawn/native/opengl/PipelineGL.h
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// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_OPENGL_PIPELINEGL_H_
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#define DAWNNATIVE_OPENGL_PIPELINEGL_H_
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#include "dawn/native/Pipeline.h"
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#include "dawn/native/PerStage.h"
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#include "dawn/native/opengl/opengl_platform.h"
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#include <vector>
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namespace dawn::native {
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struct ProgrammableStage;
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} // namespace dawn::native
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namespace dawn::native::opengl {
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struct OpenGLFunctions;
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class PipelineLayout;
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class Sampler;
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class PipelineGL {
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public:
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PipelineGL();
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~PipelineGL();
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// For each unit a sampler is bound to we need to know if we should use filtering or not
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// because int and uint texture are only complete without filtering.
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struct SamplerUnit {
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GLuint unit;
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bool shouldUseFiltering;
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};
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const std::vector<SamplerUnit>& GetTextureUnitsForSampler(GLuint index) const;
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const std::vector<GLuint>& GetTextureUnitsForTextureView(GLuint index) const;
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GLuint GetProgramHandle() const;
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protected:
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void ApplyNow(const OpenGLFunctions& gl);
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MaybeError InitializeBase(const OpenGLFunctions& gl,
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const PipelineLayout* layout,
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const PerStage<ProgrammableStage>& stages);
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void DeleteProgram(const OpenGLFunctions& gl);
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private:
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GLuint mProgram;
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std::vector<std::vector<SamplerUnit>> mUnitsForSamplers;
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std::vector<std::vector<GLuint>> mUnitsForTextures;
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std::vector<GLuint> mDummySamplerUnits;
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// TODO(enga): This could live on the Device, or elsewhere, but currently it makes Device
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// destruction complex as it requires the sampler to be destroyed before the sampler cache.
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Ref<Sampler> mDummySampler;
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};
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} // namespace dawn::native::opengl
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#endif // DAWNNATIVE_OPENGL_PIPELINEGL_H_
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