gecko-dev/dom/webgpu/RenderPassEncoder.h
Dzmitry Malyshau 27e5308381 Bug 1622846 - Update WebGPU API with wgpu r=jgilbert,webidl,smaug
This is another WebGPU API update, it picks up a lot of changes that were made recently:
  - new bind group layout
  - new render pipeline descriptor
  - new vertex formats
  - limits
  - compressed texture formats
  - index format
  - query sets
  - and more small ones!

It also brings in the updated `gfx/wgpu` to support these API changes.

Differential Revision: https://phabricator.services.mozilla.com/D107013
2021-03-04 21:25:46 +00:00

87 lines
3.0 KiB
C++

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