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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>
61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
// Copyright 2020 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_INTERNALPIPELINESTORE_H_
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#define DAWNNATIVE_INTERNALPIPELINESTORE_H_
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#include "dawn_native/ObjectBase.h"
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#include "dawn_native/ScratchBuffer.h"
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#include "dawn_native/dawn_platform.h"
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#include <unordered_map>
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namespace dawn::native {
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class DeviceBase;
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class RenderPipelineBase;
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class ShaderModuleBase;
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// Every DeviceBase owns an InternalPipelineStore. This is a general-purpose cache for
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// long-lived objects scoped to a device and used to support arbitrary pipeline operations.
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struct InternalPipelineStore {
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explicit InternalPipelineStore(DeviceBase* device);
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~InternalPipelineStore();
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std::unordered_map<wgpu::TextureFormat, Ref<RenderPipelineBase>>
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copyTextureForBrowserPipelines;
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Ref<ShaderModuleBase> copyTextureForBrowser;
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Ref<ComputePipelineBase> timestampComputePipeline;
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Ref<ShaderModuleBase> timestampCS;
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Ref<ShaderModuleBase> dummyFragmentShader;
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// A scratch buffer suitable for use as a copy destination and storage binding.
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ScratchBuffer scratchStorage;
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// A scratch buffer suitable for use as a copy destination, storage binding, and indirect
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// buffer for indirect dispatch or draw calls.
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ScratchBuffer scratchIndirectStorage;
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Ref<ComputePipelineBase> renderValidationPipeline;
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Ref<ShaderModuleBase> renderValidationShader;
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Ref<ComputePipelineBase> dispatchIndirectValidationPipeline;
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};
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} // namespace dawn::native
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#endif // DAWNNATIVE_INTERNALPIPELINESTORE_H_
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