// Copyright 2020 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. #ifndef DAWNNATIVE_INTERNALPIPELINESTORE_H_ #define DAWNNATIVE_INTERNALPIPELINESTORE_H_ #include "dawn_native/ObjectBase.h" #include "dawn_native/ScratchBuffer.h" #include "dawn_native/dawn_platform.h" #include namespace dawn::native { class DeviceBase; class RenderPipelineBase; class ShaderModuleBase; // Every DeviceBase owns an InternalPipelineStore. This is a general-purpose cache for // long-lived objects scoped to a device and used to support arbitrary pipeline operations. struct InternalPipelineStore { explicit InternalPipelineStore(DeviceBase* device); ~InternalPipelineStore(); std::unordered_map> copyTextureForBrowserPipelines; Ref copyTextureForBrowser; Ref timestampComputePipeline; Ref timestampCS; Ref dummyFragmentShader; // A scratch buffer suitable for use as a copy destination and storage binding. ScratchBuffer scratchStorage; // A scratch buffer suitable for use as a copy destination, storage binding, and indirect // buffer for indirect dispatch or draw calls. ScratchBuffer scratchIndirectStorage; Ref renderValidationPipeline; Ref renderValidationShader; Ref dispatchIndirectValidationPipeline; }; } // namespace dawn::native #endif // DAWNNATIVE_INTERNALPIPELINESTORE_H_