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// Copyright 2017 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_OPENGL_PIPELINEGL_H_
#define SRC_DAWN_NATIVE_OPENGL_PIPELINEGL_H_
#include <utility>
#include <vector>
#include "dawn/native/Pipeline.h"
#include "include/tint/tint.h"
#include "dawn/native/PerStage.h"
#include "dawn/native/opengl/BindingPoint.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 Buffer;
class TextureView;
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;
const Buffer* GetInternalUniformBuffer() const;
const BindingPointToFunctionAndOffset& GetBindingPointBuiltinDataInfo() const;
protected:
void ApplyNow(const OpenGLFunctions& gl);
MaybeError InitializeBase(const OpenGLFunctions& gl,
const PipelineLayout* layout,
const PerStage<ProgrammableStage>& stages,
bool usesInstanceIndex,
bool usesFragDepth);
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;
// Maintain an internal uniform buffer to store extra information needed by shader emulation.
GLuint mInternalUniformBufferBinding;
bool mNeedsTextureBuiltinUniformBuffer;
Ref<Buffer> mTextureBuiltinsBuffer;
// Reflect info from tint: a map from texture binding point to extra data need to push into the
// internal uniform buffer.
BindingPointToFunctionAndOffset mBindingPointEmulatedBuiltins;
};
} // namespace dawn::native::opengl
#endif // SRC_DAWN_NATIVE_OPENGL_PIPELINEGL_H_