dawn-cmake/src/dawn/native/RenderPassEncoder.h
Brandon Jones b38b3b0f8c Implement AlwaysResolveIntoZeroLevelAndLayer globally
Previously this toggle was implemented only for the Metal backend, but
a need for it was identified on Android as well. This change moves the
implementation to the backend-agnostic command encoder recording so that
it works for all backends. Fundamentally it's still doing the same
thing, however: Swapping resolve targets that point at a non-zero mip
level or layer with a temporary texture and then performing a copy once
the render pass has ended.

Bug: dawn:1569
Change-Id: I292860cc74f653b2880e727d2ef3a7dfa3f10b91
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/106040
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-12-19 19:46:12 +00:00

109 lines
4.3 KiB
C++

// Copyright 2018 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 SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
#define SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
#include <vector>
#include "dawn/native/Error.h"
#include "dawn/native/Forward.h"
#include "dawn/native/RenderEncoderBase.h"
namespace dawn::native {
class RenderBundleBase;
class RenderPassEncoder final : public RenderEncoderBase {
public:
static Ref<RenderPassEncoder> Create(DeviceBase* device,
const RenderPassDescriptor* descriptor,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
RenderPassResourceUsageTracker usageTracker,
Ref<AttachmentState> attachmentState,
uint32_t renderTargetWidth,
uint32_t renderTargetHeight,
bool depthReadOnly,
bool stencilReadOnly,
std::function<void()> endCallback = nullptr);
static Ref<RenderPassEncoder> MakeError(DeviceBase* device,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext);
ObjectType GetType() const override;
void APIEnd();
void APIEndPass(); // TODO(dawn:1286): Remove after deprecation period.
void APISetStencilReference(uint32_t reference);
void APISetBlendConstant(const Color* color);
void APISetViewport(float x,
float y,
float width,
float height,
float minDepth,
float maxDepth);
void APISetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
void APIExecuteBundles(uint32_t count, RenderBundleBase* const* renderBundles);
void APIBeginOcclusionQuery(uint32_t queryIndex);
void APIEndOcclusionQuery();
void APIWriteTimestamp(QuerySetBase* querySet, uint32_t queryIndex);
protected:
RenderPassEncoder(DeviceBase* device,
const RenderPassDescriptor* descriptor,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
RenderPassResourceUsageTracker usageTracker,
Ref<AttachmentState> attachmentState,
uint32_t renderTargetWidth,
uint32_t renderTargetHeight,
bool depthReadOnly,
bool stencilReadOnly,
std::function<void()> endCallback = nullptr);
RenderPassEncoder(DeviceBase* device,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
ErrorTag errorTag);
private:
void DestroyImpl() override;
void TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex);
// For render and compute passes, the encoding context is borrowed from the command encoder.
// Keep a reference to the encoder to make sure the context isn't freed.
Ref<CommandEncoder> mCommandEncoder;
uint32_t mRenderTargetWidth;
uint32_t mRenderTargetHeight;
// The resources for occlusion query
Ref<QuerySetBase> mOcclusionQuerySet;
uint32_t mCurrentOcclusionQueryIndex = 0;
bool mOcclusionQueryActive = false;
// This is the hardcoded value in the WebGPU spec.
uint64_t mMaxDrawCount = 50000000;
std::function<void()> mEndCallback;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_RENDERPASSENCODER_H_