1 // Copyright 2019 The Dawn Authors 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef DAWNNATIVE_D3D12_RENDERPASSBUILDERD3D12_H_ 16 #define DAWNNATIVE_D3D12_RENDERPASSBUILDERD3D12_H_ 17 18 #include "common/Constants.h" 19 #include "common/ityp_array.h" 20 #include "common/ityp_span.h" 21 #include "dawn_native/IntegerTypes.h" 22 #include "dawn_native/d3d12/d3d12_platform.h" 23 #include "dawn_native/dawn_platform.h" 24 25 #include <array> 26 27 namespace dawn_native { namespace d3d12 { 28 29 class TextureView; 30 31 // RenderPassBuilder stores parameters related to render pass load and store operations. 32 // When the D3D12 render pass API is available, the needed descriptors can be fetched 33 // directly from the RenderPassBuilder. When the D3D12 render pass API is not available, the 34 // descriptors are still fetched and any information necessary to emulate the load and store 35 // operations is extracted from the descriptors. 36 class RenderPassBuilder { 37 public: 38 RenderPassBuilder(bool hasUAV); 39 40 ColorAttachmentIndex GetColorAttachmentCount() const; 41 42 // Returns descriptors that are fed directly to BeginRenderPass, or are used as parameter 43 // storage if D3D12 render pass API is unavailable. 44 ityp::span<ColorAttachmentIndex, const D3D12_RENDER_PASS_RENDER_TARGET_DESC> 45 GetRenderPassRenderTargetDescriptors() const; 46 const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC* GetRenderPassDepthStencilDescriptor() const; 47 48 D3D12_RENDER_PASS_FLAGS GetRenderPassFlags() const; 49 50 // Returns attachment RTVs to use with OMSetRenderTargets. 51 const D3D12_CPU_DESCRIPTOR_HANDLE* GetRenderTargetViews() const; 52 53 bool HasDepth() const; 54 55 // Functions that set the appropriate values in the render pass descriptors. 56 void SetDepthAccess(wgpu::LoadOp loadOp, 57 wgpu::StoreOp storeOp, 58 float clearDepth, 59 DXGI_FORMAT format); 60 void SetDepthNoAccess(); 61 void SetDepthStencilNoAccess(); 62 void SetRenderTargetBeginningAccess(ColorAttachmentIndex attachment, 63 wgpu::LoadOp loadOp, 64 dawn_native::Color clearColor, 65 DXGI_FORMAT format); 66 void SetRenderTargetEndingAccess(ColorAttachmentIndex attachment, wgpu::StoreOp storeOp); 67 void SetRenderTargetEndingAccessResolve(ColorAttachmentIndex attachment, 68 wgpu::StoreOp storeOp, 69 TextureView* resolveSource, 70 TextureView* resolveDestination); 71 void SetStencilAccess(wgpu::LoadOp loadOp, 72 wgpu::StoreOp storeOp, 73 uint8_t clearStencil, 74 DXGI_FORMAT format); 75 void SetStencilNoAccess(); 76 77 void SetRenderTargetView(ColorAttachmentIndex attachmentIndex, 78 D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor); 79 void SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor); 80 81 private: 82 ColorAttachmentIndex mColorAttachmentCount{uint8_t(0)}; 83 bool mHasDepth = false; 84 D3D12_RENDER_PASS_FLAGS mRenderPassFlags = D3D12_RENDER_PASS_FLAG_NONE; 85 D3D12_RENDER_PASS_DEPTH_STENCIL_DESC mRenderPassDepthStencilDesc; 86 ityp:: 87 array<ColorAttachmentIndex, D3D12_RENDER_PASS_RENDER_TARGET_DESC, kMaxColorAttachments> 88 mRenderPassRenderTargetDescriptors; 89 ityp::array<ColorAttachmentIndex, D3D12_CPU_DESCRIPTOR_HANDLE, kMaxColorAttachments> 90 mRenderTargetViews; 91 ityp::array<ColorAttachmentIndex, 92 D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS, 93 kMaxColorAttachments> 94 mSubresourceParams; 95 }; 96 }} // namespace dawn_native::d3d12 97 98 #endif // DAWNNATIVE_D3D12_RENDERPASSBUILDERD3D12_H_ 99