61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
// Copyright 2020 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_INTERNALPIPELINESTORE_H_
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#define SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
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#include <unordered_map>
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#include "dawn/native/ObjectBase.h"
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#include "dawn/native/ScratchBuffer.h"
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#include "dawn/native/dawn_platform.h"
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namespace dawn::native {
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class DeviceBase;
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class RenderPipelineBase;
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class ShaderModuleBase;
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// Every DeviceBase owns an InternalPipelineStore. This is a general-purpose cache for
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// long-lived objects scoped to a device and used to support arbitrary pipeline operations.
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struct InternalPipelineStore {
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explicit InternalPipelineStore(DeviceBase* device);
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~InternalPipelineStore();
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std::unordered_map<wgpu::TextureFormat, Ref<RenderPipelineBase>>
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copyTextureForBrowserPipelines;
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Ref<ShaderModuleBase> copyTextureForBrowser;
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Ref<ComputePipelineBase> timestampComputePipeline;
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Ref<ShaderModuleBase> timestampCS;
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Ref<ShaderModuleBase> placeholderFragmentShader;
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// A scratch buffer suitable for use as a copy destination and storage binding.
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ScratchBuffer scratchStorage;
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// A scratch buffer suitable for use as a copy destination, storage binding, and indirect
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// buffer for indirect dispatch or draw calls.
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ScratchBuffer scratchIndirectStorage;
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Ref<ComputePipelineBase> renderValidationPipeline;
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Ref<ShaderModuleBase> renderValidationShader;
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Ref<ComputePipelineBase> dispatchIndirectValidationPipeline;
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};
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} // namespace dawn::native
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#endif // SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
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