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If we use render bundle, the compability validation between writeDepth/Stencil in DepthStencilState in render pipeline and depth/stencilReadOnly in DepthStencilAttachment in render pass will become two steps: 1. validation between render pipeline and render bundle during RenderBundleEncoder's SetPipeline(). 2. validation between render bundle and render pass during RenderPassEncoder's ExecuteBundles(). So, render bundle is like a bridge for this compability validation between pipeline and pass. The first step has been done in previous patch. The patch does the second step. Bug: dawn:485 Change-Id: I1226494e901c07bdb9f565bce7b9073d420f2fe2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/66842 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
75 lines
2.4 KiB
C++
75 lines
2.4 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_RENDERBUNDLE_H_
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#define DAWNNATIVE_RENDERBUNDLE_H_
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#include "common/Constants.h"
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#include "dawn_native/AttachmentState.h"
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#include "dawn_native/CommandAllocator.h"
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#include "dawn_native/Error.h"
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#include "dawn_native/Forward.h"
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#include "dawn_native/IndirectDrawMetadata.h"
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#include "dawn_native/ObjectBase.h"
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#include "dawn_native/PassResourceUsage.h"
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#include "dawn_native/dawn_platform.h"
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#include <bitset>
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namespace dawn_native {
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struct RenderBundleDescriptor;
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class RenderBundleEncoder;
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class RenderBundleBase : public ApiObjectBase {
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public:
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RenderBundleBase(RenderBundleEncoder* encoder,
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const RenderBundleDescriptor* descriptor,
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Ref<AttachmentState> attachmentState,
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bool depthReadOnly,
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bool stencilReadOnly,
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RenderPassResourceUsage resourceUsage,
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IndirectDrawMetadata indirectDrawMetadata);
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static RenderBundleBase* MakeError(DeviceBase* device);
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ObjectType GetType() const override;
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CommandIterator* GetCommands();
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const AttachmentState* GetAttachmentState() const;
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bool IsDepthReadOnly() const;
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bool IsStencilReadOnly() const;
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const RenderPassResourceUsage& GetResourceUsage() const;
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const IndirectDrawMetadata& GetIndirectDrawMetadata();
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protected:
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~RenderBundleBase() override;
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private:
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RenderBundleBase(DeviceBase* device, ErrorTag errorTag);
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CommandIterator mCommands;
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IndirectDrawMetadata mIndirectDrawMetadata;
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Ref<AttachmentState> mAttachmentState;
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bool mDepthReadOnly;
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bool mStencilReadOnly;
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RenderPassResourceUsage mResourceUsage;
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};
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} // namespace dawn_native
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#endif // DAWNNATIVE_RENDERBUNDLE_H_
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