chromium/third_party/dawn/src/dawn/native/opengl/CommandBufferGL.cpp

// 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
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#include "dawn/native/opengl/CommandBufferGL.h"

#include <algorithm>
#include <cstring>
#include <utility>
#include <vector>

#include "dawn/common/MatchVariant.h"
#include "dawn/common/Range.h"
#include "dawn/native/BindGroup.h"
#include "dawn/native/BindGroupTracker.h"
#include "dawn/native/CommandEncoder.h"
#include "dawn/native/Commands.h"
#include "dawn/native/ExternalTexture.h"
#include "dawn/native/RenderBundle.h"
#include "dawn/native/opengl/BindingPoint.h"
#include "dawn/native/opengl/BufferGL.h"
#include "dawn/native/opengl/ComputePipelineGL.h"
#include "dawn/native/opengl/DeviceGL.h"
#include "dawn/native/opengl/Forward.h"
#include "dawn/native/opengl/PersistentPipelineStateGL.h"
#include "dawn/native/opengl/PipelineLayoutGL.h"
#include "dawn/native/opengl/QuerySetGL.h"
#include "dawn/native/opengl/RenderPipelineGL.h"
#include "dawn/native/opengl/SamplerGL.h"
#include "dawn/native/opengl/TextureGL.h"
#include "dawn/native/opengl/UtilsGL.h"
#include "partition_alloc/pointers/raw_ptr.h"

namespace dawn::native::opengl {

namespace {

GLenum IndexFormatType(wgpu::IndexFormat format) {}

GLenum VertexFormatType(wgpu::VertexFormat format) {}

GLboolean VertexFormatIsNormalized(wgpu::VertexFormat format) {}

bool VertexFormatIsInt(wgpu::VertexFormat format) {}

// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
// corresponds to a VertexState. On the contrary in Dawn they are part of the global state.
// This means that we have to re-apply these buffers on a VertexState change.
class VertexStateBufferBindingTracker {};

class BindGroupTracker : public BindGroupTrackerBase<false, uint64_t> {};

void ResolveMultisampledRenderTargets(const OpenGLFunctions& gl,
                                      const BeginRenderPassCmd* renderPass) {}

// OpenGL SPEC requires the source/destination region must be a region that is contained
// within srcImage/dstImage. Here the size of the image refers to the virtual size, while
// Dawn validates texture copy extent with the physical size, so we need to re-calculate the
// texture copy extent to ensure it should fit in the virtual size of the subresource.
Extent3D ComputeTextureCopyExtent(const TextureCopy& textureCopy, const Extent3D& copySize) {}

}  // namespace

CommandBuffer::CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor)
    :{}

MaybeError CommandBuffer::Execute() {}

MaybeError CommandBuffer::ExecuteComputePass() {}

MaybeError CommandBuffer::ExecuteRenderPass(BeginRenderPassCmd* renderPass) {}

void DoTexSubImage(const OpenGLFunctions& gl,
                   const TextureCopy& destination,
                   const void* data,
                   const TextureDataLayout& dataLayout,
                   const Extent3D& copySize) {}

}  // namespace dawn::native::opengl