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