blob: e0af87dc1aea8812d2d1dbaa3c67768ed91c7c58 [file] [log] [blame]
// Copyright 2018 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_RENDERPASSENCODER_H_
#define SRC_DAWN_NATIVE_RENDERPASSENCODER_H_
#include <vector>
#include "dawn/native/Error.h"
#include "dawn/native/Forward.h"
#include "dawn/native/RenderEncoderBase.h"
namespace dawn::native {
class RenderBundleBase;
class RenderPassEncoder final : public RenderEncoderBase {
public:
static Ref<RenderPassEncoder> Create(DeviceBase* device,
const UnpackedPtr<RenderPassDescriptor>& descriptor,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
RenderPassResourceUsageTracker usageTracker,
Ref<AttachmentState> attachmentState,
uint32_t renderTargetWidth,
uint32_t renderTargetHeight,
bool depthReadOnly,
bool stencilReadOnly,
std::function<void()> endCallback = nullptr);
static Ref<RenderPassEncoder> MakeError(DeviceBase* device,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
const char* label);
~RenderPassEncoder() override;
ObjectType GetType() const override;
// NOTE: this will lock the device internally. To avoid deadlock when the device is already
// locked, use End() instead.
void APIEnd();
void APISetStencilReference(uint32_t reference);
void APISetBlendConstant(const Color* color);
void APISetViewport(float x,
float y,
float width,
float height,
float minDepth,
float maxDepth);
void APISetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
void APIExecuteBundles(uint32_t count, RenderBundleBase* const* renderBundles);
void APIBeginOcclusionQuery(uint32_t queryIndex);
void APIEndOcclusionQuery();
void APIWriteTimestamp(QuerySetBase* querySet, uint32_t queryIndex);
void APIPixelLocalStorageBarrier();
// Internal code that already locked the device should call this method instead of
// APIEnd() to avoid the device being locked again.
void End();
protected:
RenderPassEncoder(DeviceBase* device,
const UnpackedPtr<RenderPassDescriptor>& descriptor,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
RenderPassResourceUsageTracker usageTracker,
Ref<AttachmentState> attachmentState,
uint32_t renderTargetWidth,
uint32_t renderTargetHeight,
bool depthReadOnly,
bool stencilReadOnly,
std::function<void()> endCallback = nullptr);
RenderPassEncoder(DeviceBase* device,
CommandEncoder* commandEncoder,
EncodingContext* encodingContext,
ErrorTag errorTag,
const char* label);
private:
void DestroyImpl() override;
void TrackQueryAvailability(QuerySetBase* querySet, uint32_t queryIndex);
// For render and compute passes, the encoding context is borrowed from the command encoder.
// Keep a reference to the encoder to make sure the context isn't freed.
Ref<CommandEncoder> mCommandEncoder;
uint32_t mRenderTargetWidth;
uint32_t mRenderTargetHeight;
// The resources for occlusion query
Ref<QuerySetBase> mOcclusionQuerySet;
uint32_t mCurrentOcclusionQueryIndex = 0;
bool mOcclusionQueryActive = false;
// This is the hardcoded value in the WebGPU spec.
uint64_t mMaxDrawCount = 50000000;
std::function<void()> mEndCallback;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_RENDERPASSENCODER_H_