// 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. #include "dawn_native/opengl/BindGroupGL.h" #include "dawn_native/Texture.h" #include "dawn_native/opengl/BindGroupLayoutGL.h" #include "dawn_native/opengl/DeviceGL.h" namespace dawn_native { namespace opengl { MaybeError ValidateGLBindGroupDescriptor(const BindGroupDescriptor* descriptor) { const BindGroupLayoutBase::BindingMap& bindingMap = descriptor->layout->GetBindingMap(); for (uint32_t i = 0; i < descriptor->entryCount; ++i) { const BindGroupEntry& entry = descriptor->entries[i]; const auto& it = bindingMap.find(BindingNumber(entry.binding)); BindingIndex bindingIndex = it->second; ASSERT(bindingIndex < descriptor->layout->GetBindingCount()); const BindingInfo& bindingInfo = descriptor->layout->GetBindingInfo(bindingIndex); if (bindingInfo.bindingType == BindingInfoType::StorageTexture) { ASSERT(entry.textureView != nullptr); const uint32_t textureViewLayerCount = entry.textureView->GetLayerCount(); if (textureViewLayerCount != 1 && textureViewLayerCount != entry.textureView->GetTexture()->GetArrayLayers()) { return DAWN_VALIDATION_ERROR( "Currently the OpenGL backend only supports either binding a layer or " "the entire texture as storage texture."); } } } return {}; } BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor) : BindGroupBase(this, device, descriptor) { } BindGroup::~BindGroup() { ToBackend(GetLayout())->DeallocateBindGroup(this); } // static BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) { return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor); } }} // namespace dawn_native::opengl