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https://github.com/encounter/dawn-cmake.git
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56 lines
1.7 KiB
C++
56 lines
1.7 KiB
C++
// Copyright 2017 The NXT 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_OPENGL_PIPELINEGL_H_
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#define BACKEND_OPENGL_PIPELINEGL_H_
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#include "common/Pipeline.h"
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#include "glad/glad.h"
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#include <vector>
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namespace backend {
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namespace opengl {
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class Device;
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class ShaderModule;
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class Pipeline : public PipelineBase {
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public:
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Pipeline(Device* device, PipelineBuilder* builder);
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using GLPushConstantInfo = std::array<GLint, kMaxPushConstants>;
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using BindingLocations = std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
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const GLPushConstantInfo& GetGLPushConstants(nxt::ShaderStage stage) const;
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const std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const;
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const std::vector<GLuint>& GetTextureUnitsForTexture(GLuint index) const;
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GLuint GetProgramHandle() const;
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void ApplyNow();
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private:
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GLuint program;
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PerStage<GLPushConstantInfo> glPushConstants;
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std::vector<std::vector<GLuint>> unitsForSamplers;
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std::vector<std::vector<GLuint>> unitsForTextures;
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Device* device;
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};
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}
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}
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#endif // BACKEND_OPENGL_PIPELINEGL_H_
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