зеркало из https://github.com/mozilla/gecko-dev.git
99 строки
3.3 KiB
C++
99 строки
3.3 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GPU_RenderPassEncoder_H_
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#define GPU_RenderPassEncoder_H_
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#include "mozilla/Scoped.h"
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#include "mozilla/dom/TypedArray.h"
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#include "ObjectModel.h"
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namespace mozilla {
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class ErrorResult;
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namespace dom {
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class DoubleSequenceOrGPUColorDict;
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struct GPURenderPassDescriptor;
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template <typename T>
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class Sequence;
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namespace binding_detail {
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template <typename T>
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class AutoSequence;
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} // namespace binding_detail
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} // namespace dom
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namespace webgpu {
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namespace ffi {
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struct WGPURenderPass;
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} // namespace ffi
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class BindGroup;
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class Buffer;
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class CommandEncoder;
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class RenderBundle;
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class RenderPipeline;
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class TextureView;
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struct ScopedFfiRenderTraits {
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using type = ffi::WGPURenderPass*;
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static type empty();
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static void release(type raw);
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};
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class RenderPassEncoder final : public ObjectBase,
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public ChildOf<CommandEncoder> {
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public:
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GPU_DECL_CYCLE_COLLECTION(RenderPassEncoder)
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GPU_DECL_JS_WRAP(RenderPassEncoder)
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RenderPassEncoder(CommandEncoder* const aParent,
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const dom::GPURenderPassDescriptor& aDesc);
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protected:
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virtual ~RenderPassEncoder();
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void Cleanup() {}
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Scoped<ScopedFfiRenderTraits> mPass;
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// keep all the used objects alive while the pass is recorded
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nsTArray<RefPtr<const BindGroup>> mUsedBindGroups;
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nsTArray<RefPtr<const Buffer>> mUsedBuffers;
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nsTArray<RefPtr<const RenderPipeline>> mUsedPipelines;
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nsTArray<RefPtr<const TextureView>> mUsedTextureViews;
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nsTArray<RefPtr<const RenderBundle>> mUsedRenderBundles;
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public:
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// programmable pass encoder
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void SetBindGroup(uint32_t aSlot, const BindGroup& aBindGroup,
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const dom::Sequence<uint32_t>& aDynamicOffsets);
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// render encoder base
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void SetPipeline(const RenderPipeline& aPipeline);
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void SetIndexBuffer(const Buffer& aBuffer,
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const dom::GPUIndexFormat& aIndexFormat, uint64_t aOffset,
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uint64_t aSize);
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void SetVertexBuffer(uint32_t aSlot, const Buffer& aBuffer, uint64_t aOffset,
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uint64_t aSize);
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void Draw(uint32_t aVertexCount, uint32_t aInstanceCount,
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uint32_t aFirstVertex, uint32_t aFirstInstance);
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void DrawIndexed(uint32_t aIndexCount, uint32_t aInstanceCount,
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uint32_t aFirstIndex, int32_t aBaseVertex,
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uint32_t aFirstInstance);
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void DrawIndirect(const Buffer& aIndirectBuffer, uint64_t aIndirectOffset);
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void DrawIndexedIndirect(const Buffer& aIndirectBuffer,
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uint64_t aIndirectOffset);
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// self
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void SetViewport(float x, float y, float width, float height, float minDepth,
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float maxDepth);
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void SetScissorRect(uint32_t x, uint32_t y, uint32_t width, uint32_t height);
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void SetBlendConstant(const dom::DoubleSequenceOrGPUColorDict& color);
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void SetStencilReference(uint32_t reference);
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void ExecuteBundles(
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const dom::Sequence<OwningNonNull<RenderBundle>>& aBundles);
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void EndPass(ErrorResult& aRv);
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};
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} // namespace webgpu
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} // namespace mozilla
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#endif // GPU_RenderPassEncoder_H_
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