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Metal implementation is more complex and has more issues, submit D3D12 and Vulkan frist and another CL for Metal. Bug: dawn:1250 Change-Id: I718d323e01bb41b0209bfd1f1026faf64b4f1076 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97640 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Hao Li <hao.x.li@intel.com>
105 lines
4.1 KiB
C++
105 lines
4.1 KiB
C++
// Copyright 2018 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 SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
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#define SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
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#include <vector>
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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/RenderEncoderBase.h"
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namespace dawn::native {
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class RenderBundleBase;
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class RenderPassEncoder final : public RenderEncoderBase {
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public:
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static Ref<RenderPassEncoder> Create(DeviceBase* device,
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const RenderPassDescriptor* descriptor,
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CommandEncoder* commandEncoder,
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EncodingContext* encodingContext,
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RenderPassResourceUsageTracker usageTracker,
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Ref<AttachmentState> attachmentState,
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uint32_t renderTargetWidth,
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uint32_t renderTargetHeight,
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bool depthReadOnly,
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bool stencilReadOnly);
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static Ref<RenderPassEncoder> MakeError(DeviceBase* device,
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CommandEncoder* commandEncoder,
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EncodingContext* encodingContext);
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ObjectType GetType() const override;
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void APIEnd();
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void APIEndPass(); // TODO(dawn:1286): Remove after deprecation period.
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void APISetStencilReference(uint32_t reference);
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void APISetBlendConstant(const Color* color);
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void APISetViewport(float x,
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float y,
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float width,
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float height,
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float minDepth,
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float maxDepth);
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void APISetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
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void APIExecuteBundles(uint32_t count, RenderBundleBase* const* renderBundles);
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void APIBeginOcclusionQuery(uint32_t queryIndex);
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void APIEndOcclusionQuery();
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void APIWriteTimestamp(QuerySetBase* querySet, uint32_t queryIndex);
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protected:
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RenderPassEncoder(DeviceBase* device,
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const RenderPassDescriptor* descriptor,
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CommandEncoder* commandEncoder,
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EncodingContext* encodingContext,
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RenderPassResourceUsageTracker usageTracker,
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Ref<AttachmentState> attachmentState,
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uint32_t renderTargetWidth,
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uint32_t renderTargetHeight,
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bool depthReadOnly,
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bool stencilReadOnly);
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RenderPassEncoder(DeviceBase* device,
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CommandEncoder* commandEncoder,
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EncodingContext* encodingContext,
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ErrorTag errorTag);
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private:
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void DestroyImpl() override;
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void TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex);
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// For render and compute passes, the encoding context is borrowed from the command encoder.
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// Keep a reference to the encoder to make sure the context isn't freed.
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Ref<CommandEncoder> mCommandEncoder;
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uint32_t mRenderTargetWidth;
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uint32_t mRenderTargetHeight;
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// The resources for occlusion query
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Ref<QuerySetBase> mOcclusionQuerySet;
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uint32_t mCurrentOcclusionQueryIndex = 0;
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bool mOcclusionQueryActive = false;
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// This is the hardcoded value in the WebGPU spec.
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uint64_t mMaxDrawCount = 50000000;
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};
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} // namespace dawn::native
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#endif // SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
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