dawn-cmake/src/dawn_native/RenderPassEncoder.h
Austin Eng 69f1db7248 Add RenderEncoderBase to match WebGPU class hierarchy.
This is needed so that RenderBundleEncoder and RenderPassEncoder can
share code. This patch also moves EndPass out of ProgrammablePassEncoder
and into both RenderPassEncoder and ComputePassEncoder. Render bundles
do not have EndPass.

Bug: dawn:154
Change-Id: Ib7126b2ba718b0b93e3d6f15c429ac910c0d5d31
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/9180
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2019-07-20 01:34:56 +00:00

57 lines
2.2 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 DAWNNATIVE_RENDERPASSENCODER_H_
#define DAWNNATIVE_RENDERPASSENCODER_H_
#include "dawn_native/Error.h"
#include "dawn_native/RenderEncoderBase.h"
namespace dawn_native {
// This is called RenderPassEncoderBase to match the code generator expectations. Note that it
// is a pure frontend type to record in its parent CommandEncoder and never has a backend
// implementation.
// TODO(cwallez@chromium.org): Remove that generator limitation and rename to ComputePassEncoder
class RenderPassEncoderBase : public RenderEncoderBase {
public:
RenderPassEncoderBase(DeviceBase* device,
CommandEncoderBase* topLevelEncoder,
CommandAllocator* allocator);
static RenderPassEncoderBase* MakeError(DeviceBase* device,
CommandEncoderBase* topLevelEncoder);
void EndPass();
void SetStencilReference(uint32_t reference);
void SetBlendColor(const Color* color);
void SetViewport(float x,
float y,
float width,
float height,
float minDepth,
float maxDepth);
void SetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
protected:
RenderPassEncoderBase(DeviceBase* device,
CommandEncoderBase* topLevelEncoder,
ErrorTag errorTag);
};
} // namespace dawn_native
#endif // DAWNNATIVE_RENDERPASSENCODER_H_