blob: f821aea3e8959d5a874fed46a23d2dae6bb604b2 [file] [log] [blame]
// Copyright 2023 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 SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_
#define SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_
#include <unordered_map>
#include "dawn/native/Error.h"
namespace dawn::native {
class DeviceBase;
class RenderPassEncoder;
struct RenderPassDescriptor;
class TextureViewBase;
struct BlitColorToColorWithDrawPipelineKey {
wgpu::TextureFormat colorFormat;
wgpu::TextureFormat depthStencilFormat;
uint32_t sampleCount = 1;
struct HashFunc {
size_t operator()(const BlitColorToColorWithDrawPipelineKey& key) const;
};
struct EqualityFunc {
bool operator()(const BlitColorToColorWithDrawPipelineKey& a,
const BlitColorToColorWithDrawPipelineKey& b) const;
};
};
using BlitColorToColorWithDrawPipelinesCache =
std::unordered_map<BlitColorToColorWithDrawPipelineKey,
Ref<RenderPipelineBase>,
BlitColorToColorWithDrawPipelineKey::HashFunc,
BlitColorToColorWithDrawPipelineKey::EqualityFunc>;
// In a MSAA render to single sampled render pass, a color attachment will be used as resolve
// target internally and an implicit MSAA texture will be used as the actual color attachment.
//
// This function performs the load operation for the render pass by blitting the resolve target (the
// original color attachment) to the implicit MSAA attachment.
//
// The function assumes that the render pass is already started. It won't break the render pass,
// just performing a draw call to blit.
// This is only valid if the device's IsResolveTextureBlitWithDrawSupported() is true.
MaybeError BlitMSAARenderToSingleSampledColorWithDraw(
DeviceBase* device,
RenderPassEncoder* renderEncoder,
const RenderPassDescriptor* renderPassDescriptor,
uint32_t renderPassImplicitSampleCount);
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_