// Copyright 2017 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/opengl/PipelineGL.h" #include <algorithm> #include <set> #include <sstream> #include <string> #include "dawn/common/BitSetIterator.h" #include "dawn/native/BindGroupLayoutInternal.h" #include "dawn/native/Device.h" #include "dawn/native/Pipeline.h" #include "dawn/native/opengl/BufferGL.h" #include "dawn/native/opengl/Forward.h" #include "dawn/native/opengl/OpenGLFunctions.h" #include "dawn/native/opengl/PipelineLayoutGL.h" #include "dawn/native/opengl/SamplerGL.h" #include "dawn/native/opengl/ShaderModuleGL.h" #include "dawn/native/opengl/TextureGL.h" namespace dawn::native::opengl { PipelineGL::PipelineGL() : … { … } PipelineGL::~PipelineGL() = default; MaybeError PipelineGL::InitializeBase(const OpenGLFunctions& gl, const PipelineLayout* layout, const PerStage<ProgrammableStage>& stages, bool usesVertexIndex, bool usesInstanceIndex, bool usesFragDepth) { … } void PipelineGL::DeleteProgram(const OpenGLFunctions& gl) { … } const std::vector<PipelineGL::SamplerUnit>& PipelineGL::GetTextureUnitsForSampler( GLuint index) const { … } const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTextureView(GLuint index) const { … } GLuint PipelineGL::GetProgramHandle() const { … } void PipelineGL::ApplyNow(const OpenGLFunctions& gl) { … } const Buffer* PipelineGL::GetInternalUniformBuffer() const { … } const BindingPointToFunctionAndOffset& PipelineGL::GetBindingPointBuiltinDataInfo() const { … } } // namespace dawn::native::opengl