forked from mirrors/gecko-dev
This makes sure we never create an invalid (zero) ID after incorrect usage of a command encoder. It also simplifies the code. The JS object should not do any validaion (per spec) and simply forward the commands to the parent process where all of the validation is done. Differential Revision: https://phabricator.services.mozilla.com/D192839
104 lines
3.4 KiB
C++
104 lines
3.4 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 PushDebugGroup(const nsAString& aString);
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void PopDebugGroup();
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void InsertDebugMarker(const nsAString& aString);
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void ExecuteBundles(
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const dom::Sequence<OwningNonNull<RenderBundle>>& aBundles);
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void End();
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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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