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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_D3D12_COMMANDBUFFERD3D12_H_
#define DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
#include "common/Constants.h"
#include "dawn_native/CommandAllocator.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/Error.h"
#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"
#include <array>
namespace dawn_native {
struct BeginRenderPassCmd;
} // namespace dawn_native
namespace dawn_native { namespace d3d12 {
struct OMSetRenderTargetArgs {
unsigned int numRTVs = 0;
std::array<D3D12_CPU_DESCRIPTOR_HANDLE, kMaxColorAttachments> RTVs = {};
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
};
class BindGroupStateTracker;
class CommandRecordingContext;
class Device;
class RenderPassDescriptorHeapTracker;
class RenderPassBuilder;
class RenderPipeline;
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);
~CommandBuffer();
MaybeError RecordCommands(CommandRecordingContext* commandContext, uint32_t indexInSubmit);
private:
void RecordComputePass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker);
void RecordRenderPass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker,
RenderPassDescriptorHeapTracker* renderPassDescriptorHeapTracker,
BeginRenderPassCmd* renderPass,
bool passHasUAV);
void SetupRenderPass(CommandRecordingContext* commandContext,
BeginRenderPassCmd* renderPass,
RenderPassBuilder* renderPassBuilder);
void EmulateBeginRenderPass(CommandRecordingContext* commandContext,
const RenderPassBuilder* renderPassBuilder) const;
CommandIterator mCommands;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_