// Copyright 2024 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "dawn/native/RenderPassWorkaroundsHelper.h" #include <utility> #include <vector> #include "absl/container/inlined_vector.h" #include "dawn/common/Assert.h" #include "dawn/common/BitSetIterator.h" #include "dawn/native/AttachmentState.h" #include "dawn/native/BlitColorToColorWithDraw.h" #include "dawn/native/CommandEncoder.h" #include "dawn/native/Commands.h" #include "dawn/native/Device.h" #include "dawn/native/Texture.h" namespace dawn::native { namespace { // Tracks the temporary resolve attachments used when the AlwaysResolveIntoZeroLevelAndLayer toggle // is active so that the results can be copied from the temporary resolve attachment into the // intended target after the render pass is complete. Also used by the // ResolveMultipleAttachmentInSeparatePasses toggle to track resolves that need to be done in their // own passes. struct TemporaryResolveAttachment { … }; void CopyTextureView(CommandEncoder* encoder, TextureViewBase* src, TextureViewBase* dst) { … } void ResolveWithRenderPass(CommandEncoder* encoder, TextureViewBase* src, TextureViewBase* dst, wgpu::StoreOp storeOp) { … } void DiscardWithRenderPass(CommandEncoder* encoder, TextureViewBase* view) { … } } // namespace RenderPassWorkaroundsHelper::RenderPassWorkaroundsHelper() = default; RenderPassWorkaroundsHelper::~RenderPassWorkaroundsHelper() = default; MaybeError RenderPassWorkaroundsHelper::Initialize( CommandEncoder* encoder, const UnpackedPtr<RenderPassDescriptor>& renderPassDescriptor) { … } MaybeError RenderPassWorkaroundsHelper::ApplyOnPostEncoding( CommandEncoder* encoder, const UnpackedPtr<RenderPassDescriptor>& renderPassDescriptor, RenderPassResourceUsageTracker* usageTracker, BeginRenderPassCmd* cmd, RenderPassEncoder::EndCallback* passEndCallbackOut) { … } MaybeError RenderPassWorkaroundsHelper::ApplyOnRenderPassStart( RenderPassEncoder* rpEncoder, const UnpackedPtr<RenderPassDescriptor>& rpDesc) { … } } // namespace dawn::native