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// Copyright 2023 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_D3D11_BINDGROUPTRACKERD3D11_H_
#define SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_
#include "dawn/native/BindGroupTracker.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class CommandRecordingContext;
// We need convert WebGPU bind slot to d3d11 bind slot according a map in PipelineLayout, so we
// cannot inherit BindGroupTrackerGroups.
class BindGroupTracker : public BindGroupTrackerBase</*CanInheritBindGroups=*/true, uint64_t> {
public:
BindGroupTracker(CommandRecordingContext* commandContext, bool isRenderPass);
~BindGroupTracker();
MaybeError Apply();
private:
MaybeError ApplyBindGroup(BindGroupIndex index);
void UnApplyBindGroup(BindGroupIndex index);
CommandRecordingContext* const mCommandContext;
const bool mIsRenderPass;
const wgpu::ShaderStage mVisibleStages;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_BINDGROUPTRACKERD3D11_H_