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// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_D3D12_RENDERPASSBUILDERD3D12_H_
#define SRC_DAWN_NATIVE_D3D12_RENDERPASSBUILDERD3D12_H_
#include <array>
#include "dawn/common/Constants.h"
#include "dawn/common/ityp_array.h"
#include "dawn/common/ityp_span.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/d3d12/d3d12_platform.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native {
struct ResolveRect;
} // namespace dawn::native
namespace dawn::native::d3d12 {
class TextureView;
// RenderPassBuilder stores parameters related to render pass load and store operations.
// When the D3D12 render pass API is available, the needed descriptors can be fetched
// directly from the RenderPassBuilder. When the D3D12 render pass API is not available, the
// descriptors are still fetched and any information necessary to emulate the load and store
// operations is extracted from the descriptors.
class RenderPassBuilder {
public:
explicit RenderPassBuilder(bool hasUAV);
// Returns the highest color attachment index + 1. If there is no color attachment, returns
// 0. Range: [0, kMaxColorAttachments + 1)
ColorAttachmentIndex GetHighestColorAttachmentIndexPlusOne() const;
// Returns descriptors that are fed directly to BeginRenderPass, or are used as parameter
// storage if D3D12 render pass API is unavailable.
ityp::span<ColorAttachmentIndex, const D3D12_RENDER_PASS_RENDER_TARGET_DESC>
GetRenderPassRenderTargetDescriptors() const;
const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC* GetRenderPassDepthStencilDescriptor() const;
D3D12_RENDER_PASS_FLAGS GetRenderPassFlags() const;
// Returns attachment RTVs to use with OMSetRenderTargets.
const D3D12_CPU_DESCRIPTOR_HANDLE* GetRenderTargetViews() const;
bool HasDepthOrStencil() const;
// Functions that set the appropriate values in the render pass descriptors.
void SetDepthAccess(wgpu::LoadOp loadOp,
wgpu::StoreOp storeOp,
float clearDepth,
DXGI_FORMAT format);
void SetDepthNoAccess();
void SetDepthStencilNoAccess();
void SetRenderTargetBeginningAccess(ColorAttachmentIndex attachment,
wgpu::LoadOp loadOp,
dawn::native::Color clearColor,
DXGI_FORMAT format);
void SetRenderTargetEndingAccess(ColorAttachmentIndex attachment, wgpu::StoreOp storeOp);
void SetRenderTargetEndingAccessResolve(ColorAttachmentIndex attachment,
wgpu::StoreOp storeOp,
TextureView* resolveSource,
TextureView* resolveDestination,
const ResolveRect& resolveRect);
void SetStencilAccess(wgpu::LoadOp loadOp,
wgpu::StoreOp storeOp,
uint8_t clearStencil,
DXGI_FORMAT format);
void SetStencilNoAccess();
void SetRenderTargetView(ColorAttachmentIndex attachmentIndex,
D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
bool isNullRTV);
void SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor,
bool isDepthReadOnly,
bool isStencilReadOnly);
private:
ColorAttachmentIndex mHighestColorAttachmentIndexPlusOne{uint8_t(0)};
bool mHasDepthOrStencil = false;
D3D12_RENDER_PASS_FLAGS mRenderPassFlags = D3D12_RENDER_PASS_FLAG_NONE;
D3D12_RENDER_PASS_DEPTH_STENCIL_DESC mRenderPassDepthStencilDesc;
PerColorAttachment<D3D12_RENDER_PASS_RENDER_TARGET_DESC> mRenderPassRenderTargetDescriptors{};
PerColorAttachment<D3D12_CPU_DESCRIPTOR_HANDLE> mRenderTargetViews{};
PerColorAttachment<D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS>
mSubresourceParams{};
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_RENDERPASSBUILDERD3D12_H_