#include "dawn/native/AttachmentState.h"
#include "dawn/common/BitSetIterator.h"
#include "dawn/common/Enumerator.h"
#include "dawn/common/ityp_span.h"
#include "dawn/native/ChainUtils.h"
#include "dawn/native/Device.h"
#include "dawn/native/ObjectContentHasher.h"
#include "dawn/native/PipelineLayout.h"
#include "dawn/native/Texture.h"
namespace dawn::native {
AttachmentState::AttachmentState(DeviceBase* device,
const RenderBundleEncoderDescriptor* descriptor)
: … { … }
AttachmentState::AttachmentState(DeviceBase* device,
const UnpackedPtr<RenderPipelineDescriptor>& descriptor,
const PipelineLayoutBase* layout)
: … { … }
AttachmentState::AttachmentState(DeviceBase* device,
const UnpackedPtr<RenderPassDescriptor>& descriptor)
: … { … }
AttachmentState::AttachmentState(const AttachmentState& blueprint)
: … { … }
void AttachmentState::DeleteThis() { … }
bool AttachmentState::EqualityFunc::operator()(const AttachmentState* a,
const AttachmentState* b) const { … }
size_t AttachmentState::ComputeContentHash() { … }
ColorAttachmentMask AttachmentState::GetColorAttachmentsMask() const { … }
wgpu::TextureFormat AttachmentState::GetColorAttachmentFormat(ColorAttachmentIndex index) const { … }
bool AttachmentState::HasDepthStencilAttachment() const { … }
wgpu::TextureFormat AttachmentState::GetDepthStencilFormat() const { … }
uint32_t AttachmentState::GetSampleCount() const { … }
const AttachmentState::ExpandResolveInfo& AttachmentState::GetExpandResolveInfo() const { … }
bool AttachmentState::HasPixelLocalStorage() const { … }
const std::vector<wgpu::TextureFormat>& AttachmentState::GetStorageAttachmentSlots() const { … }
std::vector<ColorAttachmentIndex>
AttachmentState::ComputeStorageAttachmentPackingInColorAttachments() const { … }
}