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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_D3D12_COMMANDBUFFERD3D12_H_
#define DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/Error.h"
namespace dawn_native {
struct BeginRenderPassCmd;
} // namespace dawn_native
namespace dawn_native { namespace d3d12 {
class BindGroupStateTracker;
class CommandRecordingContext;
class RenderPassBuilder;
class CommandBuffer final : public CommandBufferBase {
public:
static Ref<CommandBuffer> Create(CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor);
MaybeError RecordCommands(CommandRecordingContext* commandContext);
private:
CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);
MaybeError RecordComputePass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker,
const ComputePassResourceUsage& resourceUsages);
MaybeError RecordRenderPass(CommandRecordingContext* commandContext,
BindGroupStateTracker* bindingTracker,
BeginRenderPassCmd* renderPass,
bool passHasUAV);
MaybeError SetupRenderPass(CommandRecordingContext* commandContext,
BeginRenderPassCmd* renderPass,
RenderPassBuilder* renderPassBuilder);
void EmulateBeginRenderPass(CommandRecordingContext* commandContext,
const RenderPassBuilder* renderPassBuilder) const;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_