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// Copyright 2017 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 BACKEND_OPENGL_PIPELINEGL_H_
#define BACKEND_OPENGL_PIPELINEGL_H_
#include "backend/Pipeline.h"
#include "glad/glad.h"
#include <vector>
namespace backend { namespace opengl {
class Device;
class PersistentPipelineState;
class ShaderModule;
class PipelineGL {
public:
PipelineGL(PipelineBase* parent, PipelineBuilder* builder);
using GLPushConstantInfo = std::array<GLint, kMaxPushConstants>;
using BindingLocations =
std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
const GLPushConstantInfo& GetGLPushConstants(nxt::ShaderStage stage) const;
const std::vector<GLuint>& GetTextureUnitsForSampler(GLuint index) const;
const std::vector<GLuint>& GetTextureUnitsForTexture(GLuint index) const;
GLuint GetProgramHandle() const;
void ApplyNow();
private:
GLuint mProgram;
PerStage<GLPushConstantInfo> mGlPushConstants;
std::vector<std::vector<GLuint>> mUnitsForSamplers;
std::vector<std::vector<GLuint>> mUnitsForTextures;
};
}} // namespace backend::opengl
#endif // BACKEND_OPENGL_PIPELINEGL_H_