blob: 44a8c019176688b257167944d83511d57baf08bf [file] [log] [blame]
// Copyright 2017 The NXT 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.
#include "backend/RenderPipeline.h"
#include "backend/Device.h"
#include "backend/DepthStencilState.h"
#include "backend/InputState.h"
#include "backend/RenderPass.h"
namespace backend {
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(RenderPipelineBuilder* builder)
: PipelineBase(builder),
depthStencilState(std::move(builder->depthStencilState)),
inputState(std::move(builder->inputState)),
primitiveTopology(builder->primitiveTopology),
renderPass(std::move(builder->renderPass)), subpass(builder->subpass) {
if (GetStageMask() != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment)) {
builder->HandleError("Render pipeline should have exactly a vertex and fragment stage");
return;
}
if (!renderPass) {
builder->HandleError("Pipeline render pass not set");
return;
}
// TODO(kainino@chromium.org): Need to verify the pipeline against its render subpass.
if ((builder->GetStageInfo(nxt::ShaderStage::Vertex).module->GetUsedVertexAttributes() & ~inputState->GetAttributesSetMask()).any()) {
builder->HandleError("Pipeline vertex stage uses inputs not in the input state");
return;
}
}
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
}
InputStateBase* RenderPipelineBase::GetInputState() {
return inputState.Get();
}
nxt::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
return primitiveTopology;
}
RenderPassBase* RenderPipelineBase::GetRenderPass() {
return renderPass.Get();
}
uint32_t RenderPipelineBase::GetSubPass() {
return subpass;
}
// RenderPipelineBuilder
RenderPipelineBuilder::RenderPipelineBuilder(DeviceBase* device)
: Builder(device), PipelineBuilder(this) {
}
RenderPipelineBase* RenderPipelineBuilder::GetResultImpl() {
// TODO(cwallez@chromium.org): the layout should be required, and put the default objects in the device
if (!inputState) {
inputState = device->CreateInputStateBuilder()->GetResult();
}
if (!depthStencilState) {
depthStencilState = device->CreateDepthStencilStateBuilder()->GetResult();
}
return device->CreateRenderPipeline(this);
}
void RenderPipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
}
void RenderPipelineBuilder::SetInputState(InputStateBase* inputState) {
this->inputState = inputState;
}
void RenderPipelineBuilder::SetPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
this->primitiveTopology = primitiveTopology;
}
void RenderPipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
}
}