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// Copyright 2020 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_INTERNALPIPELINESTORE_H_
#define SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_
#include <utility>
#include "absl/container/flat_hash_map.h"
#include "dawn/common/HashUtils.h"
#include "dawn/native/ApplyClearColorValueWithDrawHelper.h"
#include "dawn/native/BlitColorToColorWithDraw.h"
#include "dawn/native/ObjectBase.h"
#include "dawn/native/ScratchBuffer.h"
#include "dawn/native/dawn_platform.h"
namespace dawn::native {
class DeviceBase;
class RenderPipelineBase;
class ShaderModuleBase;
// Every DeviceBase owns an InternalPipelineStore. This is a general-purpose cache for
// long-lived objects scoped to a device and used to support arbitrary pipeline operations.
struct InternalPipelineStore {
explicit InternalPipelineStore(DeviceBase* device);
~InternalPipelineStore();
absl::flat_hash_map<wgpu::TextureFormat, Ref<RenderPipelineBase>>
copyTextureForBrowserPipelines;
absl::flat_hash_map<wgpu::TextureFormat, Ref<RenderPipelineBase>>
copyExternalTextureForBrowserPipelines;
Ref<ShaderModuleBase> copyForBrowser;
Ref<ComputePipelineBase> timestampComputePipeline;
Ref<ShaderModuleBase> timestampCS;
ApplyClearColorValueWithDrawPipelinesCache applyClearColorValueWithDrawPipelines;
Ref<ShaderModuleBase> placeholderFragmentShader;
// A scratch buffer suitable for use as a copy destination and storage binding.
ScratchBuffer scratchStorage;
// A scratch buffer suitable for use as a copy destination, storage binding, and indirect
// buffer for indirect dispatch or draw calls.
ScratchBuffer scratchIndirectStorage;
Ref<ComputePipelineBase> renderValidationPipeline;
Ref<ShaderModuleBase> renderValidationShader;
Ref<ComputePipelineBase> dispatchIndirectValidationPipeline;
Ref<RenderPipelineBase> blitRG8ToDepth16UnormPipeline;
using TextureFormatAndViewDimensionKeyType =
std::pair<wgpu::TextureFormat, wgpu::TextureViewDimension>;
struct TextureFormatAndViewDimensionHash {
std::size_t operator()(const TextureFormatAndViewDimensionKeyType& k) const {
size_t hash = 0;
HashCombine(&hash, k.first);
HashCombine(&hash, k.second);
return hash;
}
};
absl::flat_hash_map<TextureFormatAndViewDimensionKeyType,
Ref<ComputePipelineBase>,
TextureFormatAndViewDimensionHash>
blitTextureToBufferComputePipelines;
struct BlitR8ToStencilPipelines {
Ref<RenderPipelineBase> clearPipeline;
std::array<Ref<RenderPipelineBase>, 8> setStencilPipelines;
};
absl::flat_hash_map<TextureFormatAndViewDimensionKeyType,
BlitR8ToStencilPipelines,
TextureFormatAndViewDimensionHash>
blitR8ToStencilPipelines;
absl::flat_hash_map<wgpu::TextureFormat, Ref<RenderPipelineBase>> depthBlitPipelines;
BlitColorToColorWithDrawPipelinesCache expandResolveTexturePipelines;
ResolveMultisampleWithDrawPipelinesCache resolveMultisamplePipelines;
};
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_INTERNALPIPELINESTORE_H_