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-rw-r--r--dom/webgpu/RenderPassEncoder.h104
1 files changed, 104 insertions, 0 deletions
diff --git a/dom/webgpu/RenderPassEncoder.h b/dom/webgpu/RenderPassEncoder.h
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+/* -*- 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 {
+class ErrorResult;
+
+namespace dom {
+class DoubleSequenceOrGPUColorDict;
+struct GPURenderPassDescriptor;
+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 BindGroup;
+class Buffer;
+class CommandEncoder;
+class RenderBundle;
+class RenderPipeline;
+class TextureView;
+
+struct ScopedFfiRenderTraits {
+ using type = ffi::WGPURenderPass*;
+ 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;
+ nsTArray<RefPtr<const RenderBundle>> mUsedRenderBundles;
+
+ public:
+ // programmable pass encoder
+ void SetBindGroup(uint32_t aSlot, const BindGroup& aBindGroup,
+ const dom::Sequence<uint32_t>& aDynamicOffsets);
+ // render encoder base
+ 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);
+ // self
+ 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 SetBlendConstant(const dom::DoubleSequenceOrGPUColorDict& color);
+ void SetStencilReference(uint32_t reference);
+
+ void PushDebugGroup(const nsAString& aString);
+ void PopDebugGroup();
+ void InsertDebugMarker(const nsAString& aString);
+
+ void ExecuteBundles(
+ const dom::Sequence<OwningNonNull<RenderBundle>>& aBundles);
+
+ void End(ErrorResult& aRv);
+};
+
+} // namespace webgpu
+} // namespace mozilla
+
+#endif // GPU_RenderPassEncoder_H_