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// Copyright 2023 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_
#define SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_
#include "absl/container/flat_hash_map.h"
#include "dawn/native/Error.h"
namespace dawn::native {
class DeviceBase;
class RenderPassEncoder;
struct RenderPassDescriptor;
class TextureViewBase;
struct BlitColorToColorWithDrawPipelineKey {
wgpu::TextureFormat colorFormat;
wgpu::TextureFormat depthStencilFormat;
uint32_t sampleCount = 1;
struct HashFunc {
size_t operator()(const BlitColorToColorWithDrawPipelineKey& key) const;
};
struct EqualityFunc {
bool operator()(const BlitColorToColorWithDrawPipelineKey& a,
const BlitColorToColorWithDrawPipelineKey& b) const;
};
};
using BlitColorToColorWithDrawPipelinesCache =
absl::flat_hash_map<BlitColorToColorWithDrawPipelineKey,
Ref<RenderPipelineBase>,
BlitColorToColorWithDrawPipelineKey::HashFunc,
BlitColorToColorWithDrawPipelineKey::EqualityFunc>;
// In a MSAA render to single sampled render pass, a color attachment will be used as resolve
// target internally and an implicit MSAA texture will be used as the actual color attachment.
//
// This function performs the load operation for the render pass by blitting the resolve target (the
// original color attachment) to the implicit MSAA attachment.
//
// The function assumes that the render pass is already started. It won't break the render pass,
// just performing a draw call to blit.
// This is only valid if the device's IsResolveTextureBlitWithDrawSupported() is true.
MaybeError BlitMSAARenderToSingleSampledColorWithDraw(
DeviceBase* device,
RenderPassEncoder* renderEncoder,
const RenderPassDescriptor* renderPassDescriptor,
uint32_t renderPassImplicitSampleCount);
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_BLITCOLORTOCOLORWITHDRAW_H_