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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_OPENGL_PIPELINEGL_H_
#define DAWNNATIVE_OPENGL_PIPELINEGL_H_
#include "dawn_native/Pipeline.h"
#include "dawn_native/opengl/opengl_platform.h"
#include <vector>
namespace dawn_native { namespace opengl {
struct OpenGLFunctions;
class PersistentPipelineState;
class PipelineLayout;
class ShaderModule;
class PipelineGL {
public:
PipelineGL();
void Initialize(const OpenGLFunctions& gl,
const PipelineLayout* layout,
const PerStage<const ShaderModule*>& modules);
using BindingLocations =
std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
// For each unit a sampler is bound to we need to know if we should use filtering or not
// because int and uint texture are only complete without filtering.
struct SamplerUnit {
GLuint unit;
bool shouldUseFiltering;
};
const std::vector<SamplerUnit>& GetTextureUnitsForSampler(GLuint index) const;
const std::vector<GLuint>& GetTextureUnitsForTextureView(GLuint index) const;
GLuint GetProgramHandle() const;
void ApplyNow(const OpenGLFunctions& gl);
private:
GLuint mProgram;
std::vector<std::vector<SamplerUnit>> mUnitsForSamplers;
std::vector<std::vector<GLuint>> mUnitsForTextures;
};
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_PIPELINEGL_H_