| // 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 |
| // 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_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_ |