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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_PIPELINELAYOUTGL_H_
#define DAWNNATIVE_OPENGL_PIPELINELAYOUTGL_H_
#include "dawn_native/PipelineLayout.h"
#include "dawn_native/opengl/opengl_platform.h"
namespace dawn_native { namespace opengl {
class Device;
class PipelineLayout : public PipelineLayoutBase {
public:
PipelineLayout(Device* device, const PipelineLayoutDescriptor* descriptor);
using BindingIndexInfo =
std::array<std::array<GLuint, kMaxBindingsPerGroup>, kMaxBindGroups>;
const BindingIndexInfo& GetBindingIndexInfo() const;
GLuint GetTextureUnitsUsed() const;
size_t GetNumSamplers() const;
size_t GetNumSampledTextures() const;
private:
BindingIndexInfo mIndexInfo;
size_t mNumSamplers;
size_t mNumSampledTextures;
};
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_PIPELINELAYOUTGL_H_