// Copyright 2019 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_ATTACHMENTSTATE_H_ #define DAWNNATIVE_ATTACHMENTSTATE_H_ #include "common/Constants.h" #include "common/ityp_array.h" #include "common/ityp_bitset.h" #include "dawn_native/CachedObject.h" #include "dawn_native/IntegerTypes.h" #include "dawn_native/ObjectBase.h" #include "dawn_native/dawn_platform.h" #include #include namespace dawn_native { class DeviceBase; // AttachmentStateBlueprint and AttachmentState are separated so the AttachmentState // can be constructed by copying the blueprint state instead of traversing descriptors. // Also, AttachmentStateBlueprint does not need a refcount like AttachmentState. class AttachmentStateBlueprint { public: // Note: Descriptors must be validated before the AttachmentState is constructed. explicit AttachmentStateBlueprint(const RenderBundleEncoderDescriptor* descriptor); explicit AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor); explicit AttachmentStateBlueprint(const RenderPassDescriptor* descriptor); AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs); // Functors necessary for the unordered_set-based cache. struct HashFunc { size_t operator()(const AttachmentStateBlueprint* attachmentState) const; }; struct EqualityFunc { bool operator()(const AttachmentStateBlueprint* a, const AttachmentStateBlueprint* b) const; }; protected: ityp::bitset mColorAttachmentsSet; ityp::array mColorFormats; // Default (texture format Undefined) indicates there is no depth stencil attachment. wgpu::TextureFormat mDepthStencilFormat = wgpu::TextureFormat::Undefined; uint32_t mSampleCount = 0; }; class AttachmentState final : public AttachmentStateBlueprint, public ObjectBase, public CachedObject { public: AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint); ityp::bitset GetColorAttachmentsMask() const; wgpu::TextureFormat GetColorAttachmentFormat(ColorAttachmentIndex index) const; bool HasDepthStencilAttachment() const; wgpu::TextureFormat GetDepthStencilFormat() const; uint32_t GetSampleCount() const; size_t ComputeContentHash() override; private: ~AttachmentState() override; }; } // namespace dawn_native #endif // DAWNNATIVE_ATTACHMENTSTATE_H_