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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_RENDERPIPELINE_H_
#define DAWNNATIVE_RENDERPIPELINE_H_
#include "dawn_native/BlendState.h"
#include "dawn_native/DepthStencilState.h"
#include "dawn_native/InputState.h"
#include "dawn_native/Pipeline.h"
#include "dawn_native/dawn_platform.h"
#include <array>
#include <bitset>
namespace dawn_native {
class RenderPipelineBase : public PipelineBase {
public:
RenderPipelineBase(RenderPipelineBuilder* builder);
BlendStateBase* GetBlendState(uint32_t attachmentSlot);
DepthStencilStateBase* GetDepthStencilState();
dawn::IndexFormat GetIndexFormat() const;
InputStateBase* GetInputState();
dawn::PrimitiveTopology GetPrimitiveTopology() const;
std::bitset<kMaxColorAttachments> GetColorAttachmentsMask() const;
bool HasDepthStencilAttachment() const;
dawn::TextureFormat GetColorAttachmentFormat(uint32_t attachment) const;
dawn::TextureFormat GetDepthStencilFormat() const;
// A pipeline can be used in a render pass if its attachment info matches the actual
// attachments in the render pass. This returns whether it is the case.
bool IsCompatibleWith(const RenderPassDescriptorBase* renderPass) const;
private:
Ref<DepthStencilStateBase> mDepthStencilState;
dawn::IndexFormat mIndexFormat;
Ref<InputStateBase> mInputState;
dawn::PrimitiveTopology mPrimitiveTopology;
std::array<Ref<BlendStateBase>, kMaxColorAttachments> mBlendStates;
std::bitset<kMaxColorAttachments> mColorAttachmentsSet;
std::array<dawn::TextureFormat, kMaxColorAttachments> mColorAttachmentFormats;
bool mDepthStencilFormatSet = false;
dawn::TextureFormat mDepthStencilFormat;
};
class RenderPipelineBuilder : public Builder<RenderPipelineBase>, public PipelineBuilder {
public:
RenderPipelineBuilder(DeviceBase* device);
// Dawn API
void SetColorAttachmentFormat(uint32_t attachmentSlot, dawn::TextureFormat format);
void SetColorAttachmentBlendState(uint32_t attachmentSlot, BlendStateBase* blendState);
void SetDepthStencilAttachmentFormat(dawn::TextureFormat format);
void SetDepthStencilState(DepthStencilStateBase* depthStencilState);
void SetPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology);
void SetIndexFormat(dawn::IndexFormat format);
void SetInputState(InputStateBase* inputState);
private:
friend class RenderPipelineBase;
RenderPipelineBase* GetResultImpl() override;
Ref<DepthStencilStateBase> mDepthStencilState;
Ref<InputStateBase> mInputState;
// TODO(enga@google.com): Remove default when we validate that all required properties are
// set
dawn::PrimitiveTopology mPrimitiveTopology = dawn::PrimitiveTopology::TriangleList;
dawn::IndexFormat mIndexFormat = dawn::IndexFormat::Uint32;
std::bitset<kMaxColorAttachments> mBlendStatesSet;
std::array<Ref<BlendStateBase>, kMaxColorAttachments> mBlendStates;
std::bitset<kMaxColorAttachments> mColorAttachmentsSet;
std::array<dawn::TextureFormat, kMaxColorAttachments> mColorAttachmentFormats;
bool mDepthStencilFormatSet = false;
dawn::TextureFormat mDepthStencilFormat;
};
} // namespace dawn_native
#endif // DAWNNATIVE_RENDERPIPELINE_H_