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// Copyright 2020 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.
#include "dawn_native/opengl/BindGroupGL.h"
#include "dawn_native/Texture.h"
#include "dawn_native/opengl/BindGroupLayoutGL.h"
#include "dawn_native/opengl/DeviceGL.h"
namespace dawn_native { namespace opengl {
MaybeError ValidateGLBindGroupDescriptor(const BindGroupDescriptor* descriptor) {
const BindGroupLayoutBase::BindingMap& bindingMap = descriptor->layout->GetBindingMap();
for (uint32_t i = 0; i < descriptor->entryCount; ++i) {
const BindGroupEntry& entry = descriptor->entries[i];
const auto& it = bindingMap.find(BindingNumber(entry.binding));
BindingIndex bindingIndex = it->second;
ASSERT(bindingIndex < descriptor->layout->GetBindingCount());
const BindingInfo& bindingInfo = descriptor->layout->GetBindingInfo(bindingIndex);
if (bindingInfo.bindingType == BindingInfoType::StorageTexture) {
ASSERT(entry.textureView != nullptr);
const uint32_t textureViewLayerCount = entry.textureView->GetLayerCount();
if (textureViewLayerCount != 1 &&
textureViewLayerCount != entry.textureView->GetTexture()->GetArrayLayers()) {
return DAWN_VALIDATION_ERROR(
"Currently the OpenGL backend only supports either binding a layer or "
"the entire texture as storage texture.");
}
}
}
return {};
}
BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
: BindGroupBase(this, device, descriptor) {
}
BindGroup::~BindGroup() {
ToBackend(GetLayout())->DeallocateBindGroup(this);
}
// static
Ref<BindGroup> BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
}
}} // namespace dawn_native::opengl