mirror of
https://github.com/encounter/dawn-cmake.git
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97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
// Copyright 2017 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 BACKEND_RENDERPIPELINE_H_
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#define BACKEND_RENDERPIPELINE_H_
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#include "backend/BlendState.h"
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#include "backend/DepthStencilState.h"
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#include "backend/InputState.h"
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#include "backend/Pipeline.h"
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#include "dawn/dawncpp.h"
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#include <array>
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#include <bitset>
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namespace backend {
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class RenderPipelineBase : public RefCounted, public PipelineBase {
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public:
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RenderPipelineBase(RenderPipelineBuilder* builder);
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BlendStateBase* GetBlendState(uint32_t attachmentSlot);
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DepthStencilStateBase* GetDepthStencilState();
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dawn::IndexFormat GetIndexFormat() const;
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InputStateBase* GetInputState();
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dawn::PrimitiveTopology GetPrimitiveTopology() const;
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std::bitset<kMaxColorAttachments> GetColorAttachmentsMask() const;
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bool HasDepthStencilAttachment() const;
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dawn::TextureFormat GetColorAttachmentFormat(uint32_t attachment) const;
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dawn::TextureFormat GetDepthStencilFormat() const;
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// A pipeline can be used in a render pass if its attachment info matches the actual
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// attachments in the render pass. This returns whether it is the case.
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bool IsCompatibleWith(const RenderPassDescriptorBase* renderPass) const;
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private:
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Ref<DepthStencilStateBase> mDepthStencilState;
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dawn::IndexFormat mIndexFormat;
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Ref<InputStateBase> mInputState;
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dawn::PrimitiveTopology mPrimitiveTopology;
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std::array<Ref<BlendStateBase>, kMaxColorAttachments> mBlendStates;
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std::bitset<kMaxColorAttachments> mColorAttachmentsSet;
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std::array<dawn::TextureFormat, kMaxColorAttachments> mColorAttachmentFormats;
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bool mDepthStencilFormatSet = false;
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dawn::TextureFormat mDepthStencilFormat;
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};
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class RenderPipelineBuilder : public Builder<RenderPipelineBase>, public PipelineBuilder {
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public:
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RenderPipelineBuilder(DeviceBase* device);
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// Dawn API
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void SetColorAttachmentFormat(uint32_t attachmentSlot, dawn::TextureFormat format);
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void SetColorAttachmentBlendState(uint32_t attachmentSlot, BlendStateBase* blendState);
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void SetDepthStencilAttachmentFormat(dawn::TextureFormat format);
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void SetDepthStencilState(DepthStencilStateBase* depthStencilState);
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void SetPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology);
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void SetIndexFormat(dawn::IndexFormat format);
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void SetInputState(InputStateBase* inputState);
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private:
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friend class RenderPipelineBase;
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RenderPipelineBase* GetResultImpl() override;
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Ref<DepthStencilStateBase> mDepthStencilState;
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Ref<InputStateBase> mInputState;
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// TODO(enga@google.com): Remove default when we validate that all required properties are
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// set
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dawn::PrimitiveTopology mPrimitiveTopology = dawn::PrimitiveTopology::TriangleList;
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dawn::IndexFormat mIndexFormat = dawn::IndexFormat::Uint32;
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std::bitset<kMaxColorAttachments> mBlendStatesSet;
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std::array<Ref<BlendStateBase>, kMaxColorAttachments> mBlendStates;
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std::bitset<kMaxColorAttachments> mColorAttachmentsSet;
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std::array<dawn::TextureFormat, kMaxColorAttachments> mColorAttachmentFormats;
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bool mDepthStencilFormatSet = false;
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dawn::TextureFormat mDepthStencilFormat;
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};
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} // namespace backend
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#endif // BACKEND_RENDERPIPELINE_H_
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