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// Copyright 2023 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
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#ifndef SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_
#include <array>
#include <vector>
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class Device;
class PersistentPipelineState;
class ScopedSwapStateCommandRecordingContext;
class RenderPipeline final : public RenderPipelineBase {
public:
static Ref<RenderPipeline> CreateUninitialized(
Device* device,
const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
void ApplyNow(const ScopedSwapStateCommandRecordingContext* commandContext,
const std::array<float, 4>& blendColor,
uint32_t stencilReference);
void ApplyBlendState(const ScopedSwapStateCommandRecordingContext* commandContext,
const std::array<float, 4>& blendColor);
void ApplyDepthStencilState(const ScopedSwapStateCommandRecordingContext* commandContext,
uint32_t stencilReference);
bool UsesVertexIndex() const { return mUsesVertexIndex; }
bool UsesInstanceIndex() const { return mUsesInstanceIndex; }
private:
RenderPipeline(Device* device, const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
~RenderPipeline() override;
MaybeError InitializeImpl() override;
void SetLabelImpl() override;
MaybeError InitializeRasterizerState();
MaybeError InitializeInputLayout(const Blob& vertexShader);
MaybeError InitializeShaders();
MaybeError InitializeBlendState();
MaybeError InitializeDepthStencilState();
const D3D_PRIMITIVE_TOPOLOGY mD3DPrimitiveTopology;
ComPtr<ID3D11RasterizerState> mRasterizerState;
ComPtr<ID3D11InputLayout> mInputLayout;
ComPtr<ID3D11VertexShader> mVertexShader;
ComPtr<ID3D11PixelShader> mPixelShader;
ComPtr<ID3D11BlendState> mBlendState;
ComPtr<ID3D11DepthStencilState> mDepthStencilState;
bool mUsesVertexIndex = false;
bool mUsesInstanceIndex = false;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_RENDERPIPELINED3D11_H_