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// Copyright 2017 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_METAL_RENDERPIPELINEMTL_H_
#define SRC_DAWN_NATIVE_METAL_RENDERPIPELINEMTL_H_
#include "dawn/native/RenderPipeline.h"
#include "dawn/common/NSRef.h"
#import <Metal/Metal.h>
namespace dawn::native::metal {
class Device;
class RenderPipeline final : public RenderPipelineBase {
public:
static Ref<RenderPipelineBase> CreateUninitialized(
Device* device,
const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
static void InitializeAsync(Ref<RenderPipelineBase> renderPipeline,
WGPUCreateRenderPipelineAsyncCallback callback,
void* userdata);
RenderPipeline(DeviceBase* device, const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
~RenderPipeline() override;
MTLPrimitiveType GetMTLPrimitiveTopology() const;
MTLWinding GetMTLFrontFace() const;
MTLCullMode GetMTLCullMode() const;
void Encode(id<MTLRenderCommandEncoder> encoder);
id<MTLDepthStencilState> GetMTLDepthStencilState();
// For each Dawn vertex buffer, give the index in which it will be positioned in the Metal
// vertex buffer table.
uint32_t GetMtlVertexBufferIndex(VertexBufferSlot slot) const;
wgpu::ShaderStage GetStagesRequiringStorageBufferLength() const;
MaybeError InitializeImpl() override;
private:
using RenderPipelineBase::RenderPipelineBase;
NSRef<MTLVertexDescriptor> MakeVertexDesc() const;
MTLPrimitiveType mMtlPrimitiveTopology;
MTLWinding mMtlFrontFace;
MTLCullMode mMtlCullMode;
NSPRef<id<MTLRenderPipelineState>> mMtlRenderPipelineState;
NSPRef<id<MTLDepthStencilState>> mMtlDepthStencilState;
PerVertexBuffer<uint32_t> mMtlVertexBufferIndices;
wgpu::ShaderStage mStagesRequiringStorageBufferLength = wgpu::ShaderStage::None;
};
} // namespace dawn::native::metal
#endif // SRC_DAWN_NATIVE_METAL_RENDERPIPELINEMTL_H_