| // Copyright 2019 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_ATTACHMENTSTATE_H_ |
| #define DAWNNATIVE_ATTACHMENTSTATE_H_ |
| |
| #include "common/Constants.h" |
| #include "dawn_native/CachedObject.h" |
| |
| #include "dawn_native/dawn_platform.h" |
| |
| #include <array> |
| #include <bitset> |
| |
| namespace dawn_native { |
| |
| class DeviceBase; |
| |
| // AttachmentStateBlueprint and AttachmentState are separated so the AttachmentState |
| // can be constructed by copying the blueprint state instead of traversing descriptors. |
| // Also, AttachmentStateBlueprint does not need a refcount like AttachmentState. |
| class AttachmentStateBlueprint { |
| public: |
| // Note: Descriptors must be validated before the AttachmentState is constructed. |
| explicit AttachmentStateBlueprint(const RenderBundleEncoderDescriptor* descriptor); |
| explicit AttachmentStateBlueprint(const RenderPipelineDescriptor* descriptor); |
| explicit AttachmentStateBlueprint(const RenderPassDescriptor* descriptor); |
| |
| AttachmentStateBlueprint(const AttachmentStateBlueprint& rhs); |
| |
| // Functors necessary for the unordered_set<AttachmentState*>-based cache. |
| struct HashFunc { |
| size_t operator()(const AttachmentStateBlueprint* attachmentState) const; |
| }; |
| struct EqualityFunc { |
| bool operator()(const AttachmentStateBlueprint* a, |
| const AttachmentStateBlueprint* b) const; |
| }; |
| |
| protected: |
| std::bitset<kMaxColorAttachments> mColorAttachmentsSet; |
| std::array<wgpu::TextureFormat, kMaxColorAttachments> mColorFormats; |
| // Default (texture format Undefined) indicates there is no depth stencil attachment. |
| wgpu::TextureFormat mDepthStencilFormat = wgpu::TextureFormat::Undefined; |
| uint32_t mSampleCount = 0; |
| }; |
| |
| class AttachmentState : public AttachmentStateBlueprint, public CachedObject { |
| public: |
| AttachmentState(DeviceBase* device, const AttachmentStateBlueprint& blueprint); |
| ~AttachmentState() override; |
| |
| std::bitset<kMaxColorAttachments> GetColorAttachmentsMask() const; |
| wgpu::TextureFormat GetColorAttachmentFormat(uint32_t index) const; |
| bool HasDepthStencilAttachment() const; |
| wgpu::TextureFormat GetDepthStencilFormat() const; |
| uint32_t GetSampleCount() const; |
| }; |
| |
| } // namespace dawn_native |
| |
| #endif // DAWNNATIVE_ATTACHMENTSTATE_H_ |