| // 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 SRC_DAWN_NATIVE_OPENGL_PIPELINEGL_H_ |
| #define SRC_DAWN_NATIVE_OPENGL_PIPELINEGL_H_ |
| |
| #include <vector> |
| |
| #include "dawn/native/Pipeline.h" |
| |
| #include "dawn/native/PerStage.h" |
| #include "dawn/native/opengl/opengl_platform.h" |
| |
| namespace dawn::native { |
| struct ProgrammableStage; |
| } // namespace dawn::native |
| |
| namespace dawn::native::opengl { |
| |
| struct OpenGLFunctions; |
| class PipelineLayout; |
| class Sampler; |
| |
| class PipelineGL { |
| public: |
| PipelineGL(); |
| ~PipelineGL(); |
| |
| // For each unit a sampler is bound to we need to know if we should use filtering or not |
| // because int and uint texture are only complete without filtering. |
| struct SamplerUnit { |
| GLuint unit; |
| bool shouldUseFiltering; |
| }; |
| const std::vector<SamplerUnit>& GetTextureUnitsForSampler(GLuint index) const; |
| const std::vector<GLuint>& GetTextureUnitsForTextureView(GLuint index) const; |
| GLuint GetProgramHandle() const; |
| |
| protected: |
| void ApplyNow(const OpenGLFunctions& gl); |
| MaybeError InitializeBase(const OpenGLFunctions& gl, |
| const PipelineLayout* layout, |
| const PerStage<ProgrammableStage>& stages); |
| void DeleteProgram(const OpenGLFunctions& gl); |
| |
| private: |
| GLuint mProgram; |
| std::vector<std::vector<SamplerUnit>> mUnitsForSamplers; |
| std::vector<std::vector<GLuint>> mUnitsForTextures; |
| std::vector<GLuint> mPlaceholderSamplerUnits; |
| // TODO(enga): This could live on the Device, or elsewhere, but currently it makes Device |
| // destruction complex as it requires the sampler to be destroyed before the sampler cache. |
| Ref<Sampler> mPlaceholderSampler; |
| }; |
| |
| } // namespace dawn::native::opengl |
| |
| #endif // SRC_DAWN_NATIVE_OPENGL_PIPELINEGL_H_ |