// 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. #ifndef DAWNNATIVE_OPENGL_PIPELINEGL_H_ #define DAWNNATIVE_OPENGL_PIPELINEGL_H_ #include "dawn_native/Pipeline.h" #include "dawn_native/opengl/opengl_platform.h" #include namespace dawn_native { namespace opengl { struct OpenGLFunctions; class PersistentPipelineState; class PipelineLayout; class ShaderModule; class PipelineGL { public: PipelineGL(); void Initialize(const OpenGLFunctions& gl, const PipelineLayout* layout, const PerStage& modules); using BindingLocations = ityp::array, kMaxBindGroups>; // For each unit a sampler is bound to we need to know if we should use filtering or not // because int and uint texture are only complete without filtering. struct SamplerUnit { GLuint unit; bool shouldUseFiltering; }; const std::vector& GetTextureUnitsForSampler(GLuint index) const; const std::vector& GetTextureUnitsForTextureView(GLuint index) const; GLuint GetProgramHandle() const; void ApplyNow(const OpenGLFunctions& gl); private: GLuint mProgram; std::vector> mUnitsForSamplers; std::vector> mUnitsForTextures; }; }} // namespace dawn_native::opengl #endif // DAWNNATIVE_OPENGL_PIPELINEGL_H_