| // Copyright 2019 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_D3D12_RENDERPASSBUILDERD3D12_H_ |
| #define DAWNNATIVE_D3D12_RENDERPASSBUILDERD3D12_H_ |
| |
| #include "common/Constants.h" |
| #include "common/ityp_array.h" |
| #include "common/ityp_span.h" |
| #include "dawn_native/IntegerTypes.h" |
| #include "dawn_native/d3d12/d3d12_platform.h" |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <array> |
| |
| 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: |
| RenderPassBuilder(bool hasUAV); |
| |
| ColorAttachmentIndex GetColorAttachmentCount() 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 HasDepth() 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); |
| 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); |
| void SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor); |
| |
| private: |
| ColorAttachmentIndex mColorAttachmentCount{uint8_t(0)}; |
| bool mHasDepth = false; |
| D3D12_RENDER_PASS_FLAGS mRenderPassFlags = D3D12_RENDER_PASS_FLAG_NONE; |
| D3D12_RENDER_PASS_DEPTH_STENCIL_DESC mRenderPassDepthStencilDesc; |
| ityp:: |
| array<ColorAttachmentIndex, D3D12_RENDER_PASS_RENDER_TARGET_DESC, kMaxColorAttachments> |
| mRenderPassRenderTargetDescriptors; |
| ityp::array<ColorAttachmentIndex, D3D12_CPU_DESCRIPTOR_HANDLE, kMaxColorAttachments> |
| mRenderTargetViews; |
| ityp::array<ColorAttachmentIndex, |
| D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS, |
| kMaxColorAttachments> |
| mSubresourceParams; |
| }; |
| } // namespace dawn::native::d3d12 |
| |
| #endif // DAWNNATIVE_D3D12_RENDERPASSBUILDERD3D12_H_ |