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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 DAWNNATIVE_COMMANDBUFFER_H_
#define DAWNNATIVE_COMMANDBUFFER_H_
#include "dawn_native/dawn_platform.h"
#include "dawn_native/Builder.h"
#include "dawn_native/CommandAllocator.h"
#include "dawn_native/Error.h"
#include "dawn_native/PassResourceUsage.h"
#include "dawn_native/RefCounted.h"
#include <memory>
#include <set>
#include <utility>
namespace dawn_native {
class BindGroupBase;
class BufferBase;
class FramebufferBase;
class DeviceBase;
class PipelineBase;
class RenderPassBase;
class TextureBase;
class CommandBufferBuilder;
class CommandBufferBase : public RefCounted {
public:
CommandBufferBase(CommandBufferBuilder* builder);
DeviceBase* GetDevice();
private:
DeviceBase* mDevice;
};
class CommandBufferBuilder : public Builder<CommandBufferBase> {
public:
CommandBufferBuilder(DeviceBase* device);
~CommandBufferBuilder();
MaybeError ValidateGetResult();
CommandIterator AcquireCommands();
std::vector<PassResourceUsage> AcquirePassResourceUsage();
// Dawn API
void BeginComputePass();
void BeginRenderPass(RenderPassDescriptorBase* info);
void CopyBufferToBuffer(BufferBase* source,
uint32_t sourceOffset,
BufferBase* destination,
uint32_t destinationOffset,
uint32_t size);
void CopyBufferToTexture(BufferBase* buffer,
uint32_t bufferOffset,
uint32_t rowPitch,
TextureBase* texture,
uint32_t x,
uint32_t y,
uint32_t z,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t level,
uint32_t slice);
void CopyTextureToBuffer(TextureBase* texture,
uint32_t x,
uint32_t y,
uint32_t z,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t level,
uint32_t slice,
BufferBase* buffer,
uint32_t bufferOffset,
uint32_t rowPitch);
void Dispatch(uint32_t x, uint32_t y, uint32_t z);
void DrawArrays(uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance);
void DrawElements(uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstIndex,
uint32_t firstInstance);
void EndComputePass();
void EndRenderPass();
void SetPushConstants(dawn::ShaderStageBit stages,
uint32_t offset,
uint32_t count,
const void* data);
void SetComputePipeline(ComputePipelineBase* pipeline);
void SetRenderPipeline(RenderPipelineBase* pipeline);
void SetStencilReference(uint32_t reference);
void SetBlendColor(float r, float g, float b, float a);
void SetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
void SetBindGroup(uint32_t groupIndex, BindGroupBase* group);
void SetIndexBuffer(BufferBase* buffer, uint32_t offset);
template <typename T>
void SetVertexBuffers(uint32_t startSlot,
uint32_t count,
T* const* buffers,
uint32_t const* offsets) {
static_assert(std::is_base_of<BufferBase, T>::value, "");
SetVertexBuffers(startSlot, count, reinterpret_cast<BufferBase* const*>(buffers),
offsets);
}
void SetVertexBuffers(uint32_t startSlot,
uint32_t count,
BufferBase* const* buffers,
uint32_t const* offsets);
void TransitionBufferUsage(BufferBase* buffer, dawn::BufferUsageBit usage);
private:
friend class CommandBufferBase;
CommandBufferBase* GetResultImpl() override;
void MoveToIterator();
MaybeError ValidateComputePass();
MaybeError ValidateRenderPass(RenderPassDescriptorBase* renderPass);
CommandAllocator mAllocator;
CommandIterator mIterator;
bool mWasMovedToIterator = false;
bool mWereCommandsAcquired = false;
bool mWerePassUsagesAcquired = false;
std::vector<PassResourceUsage> mPassResourceUsages;
};
} // namespace dawn_native
#endif // DAWNNATIVE_COMMANDBUFFER_H_