// Copyright 2017 The NXT 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 BACKEND_COMMON_PIPELINE_H_ #define BACKEND_COMMON_PIPELINE_H_ #include "Forward.h" #include "Builder.h" #include "PerStage.h" #include "RefCounted.h" #include "nxt/nxtcpp.h" #include #include namespace backend { enum PushConstantType : uint8_t { Int, UInt, Float, }; class PipelineBase : public RefCounted { public: PipelineBase(PipelineBuilder* builder); struct PushConstantInfo { std::bitset mask; std::array types; }; const PushConstantInfo& GetPushConstants(nxt::ShaderStage stage) const; nxt::ShaderStageBit GetStageMask() const; PipelineLayoutBase* GetLayout(); RenderPassBase* GetRenderPass(); InputStateBase* GetInputState(); DepthStencilStateBase* GetDepthStencilState(); // TODO(cwallez@chromium.org): split compute and render pipelines bool IsCompute() const; private: DeviceBase* device; nxt::ShaderStageBit stageMask; Ref layout; Ref renderPass; uint32_t subpass; PerStage pushConstants; Ref inputState; Ref depthStencilState; }; class PipelineBuilder : public Builder { public: PipelineBuilder(DeviceBase* device); struct StageInfo { std::string entryPoint; Ref module; }; const StageInfo& GetStageInfo(nxt::ShaderStage stage) const; // NXT API void SetLayout(PipelineLayoutBase* layout); void SetSubpass(RenderPassBase* renderPass, uint32_t subpass); void SetStage(nxt::ShaderStage stage, ShaderModuleBase* module, const char* entryPoint); void SetInputState(InputStateBase* inputState); void SetDepthStencilState(DepthStencilStateBase* depthStencilState); private: friend class PipelineBase; PipelineBase* GetResultImpl() override; Ref layout; Ref renderPass; uint32_t subpass; nxt::ShaderStageBit stageMask; PerStage stages; Ref inputState; Ref depthStencilState; }; } #endif // BACKEND_COMMON_PIPELINE_H_