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But keep a namespace alias to avoid breaking project that depend on the previous namespace name while they get updated. Done with through the following steps: - git grep -l dawn_native:: | xargs sed -i "" "s/dawn_native::/dawn::native::/g" - git grep -l "namespace dawn_native" | xargs sed -i "" "s/namespace dawn_native/namespace dawn::native/g" - git cl format - Manual fixups in generator/templates (and the addition of namespace_case in dawn_json_generator.py). - The addition of the namespace alias in DawnNative.h Bug: dawn:824 Change-Id: I676cc4e3ced2e0e4bab32a0d66d7eaf9537e3f09 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/75982 Reviewed-by: Loko Kung <lokokung@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
84 lines
3.3 KiB
C++
84 lines
3.3 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_ATTACHMENTSTATE_H_
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#define DAWNNATIVE_ATTACHMENTSTATE_H_
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#include "common/Constants.h"
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#include "common/ityp_array.h"
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#include "common/ityp_bitset.h"
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#include "dawn_native/CachedObject.h"
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#include "dawn_native/IntegerTypes.h"
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#include "dawn_native/ObjectBase.h"
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#include "dawn_native/dawn_platform.h"
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#include <array>
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#include <bitset>
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namespace dawn::native {
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class DeviceBase;
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// AttachmentStateBlueprint and AttachmentState are separated so the AttachmentState
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// can be constructed by copying the blueprint state instead of traversing descriptors.
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// Also, AttachmentStateBlueprint does not need a refcount like AttachmentState.
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class AttachmentStateBlueprint {
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public:
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// Note: Descriptors must be validated before the AttachmentState is constructed.
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explicit AttachmentStateBlueprint(const RenderBundleEncoderDescriptor* descriptor);
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explicit AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor);
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explicit AttachmentStateBlueprint(const RenderPassDescriptor* descriptor);
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AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs);
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// Functors necessary for the unordered_set<AttachmentState*>-based cache.
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struct HashFunc {
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size_t operator()(const AttachmentStateBlueprint* attachmentState) const;
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};
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struct EqualityFunc {
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bool operator()(const AttachmentStateBlueprint* a,
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const AttachmentStateBlueprint* b) const;
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};
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protected:
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ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> mColorAttachmentsSet;
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ityp::array<ColorAttachmentIndex, wgpu::TextureFormat, kMaxColorAttachments> mColorFormats;
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// Default (texture format Undefined) indicates there is no depth stencil attachment.
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wgpu::TextureFormat mDepthStencilFormat = wgpu::TextureFormat::Undefined;
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uint32_t mSampleCount = 0;
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};
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class AttachmentState final : public AttachmentStateBlueprint,
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public ObjectBase,
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public CachedObject {
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public:
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AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint);
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ityp::bitset<ColorAttachmentIndex, kMaxColorAttachments> GetColorAttachmentsMask() const;
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wgpu::TextureFormat GetColorAttachmentFormat(ColorAttachmentIndex index) const;
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bool HasDepthStencilAttachment() const;
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wgpu::TextureFormat GetDepthStencilFormat() const;
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uint32_t GetSampleCount() const;
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size_t ComputeContentHash() override;
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private:
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~AttachmentState() override;
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};
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} // namespace dawn::native
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#endif // DAWNNATIVE_ATTACHMENTSTATE_H_
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