// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUPipelineState.h"
#include "GPUShaderProgramWebGPU.h"
#include "GPUDeviceWebGPU.h"
#if GRAPHICS_API_WEBGPU
///
/// Graphics pipeline state object for Web GPU backend.
///
class GPUPipelineStateWebGPU : public GPUResourceWebGPU
{
public:
// Batches render context state for the pipeline state. Used as a key for caching created pipelines.
struct Key
{
union
{
struct
{
uint16 DepthStencilFormat : 7;
uint16 MultiSampleCount : 3;
uint16 RenderTargetCount : 3;
uint16 VertexBufferCount : 3;
uint8 RenderTargetFormats[GPU_MAX_RT_BINDED];
struct WGPUVertexBufferLayout* VertexBuffers[GPU_MAX_VB_BINDED];
};
uint64 Packed[4];
};
FORCE_INLINE bool operator==(const Key& other) const
{
return Platform::MemoryCompare(&Packed, &other.Packed, sizeof(Packed)) == 0;
}
};
private:
#if GPU_ENABLE_RESOURCE_NAMING
DebugName _debugName;
#endif
WGPUDepthStencilState _depthStencilDesc;
WGPUFragmentState _fragmentDesc;
WGPUBlendState _blendState;
WGPUColorTargetState _colorTargets[GPU_MAX_RT_BINDED];
WGPUVertexBufferLayout _vertexBuffers[GPU_MAX_VB_BINDED];
Dictionary _pipelines;
public:
GPUShaderProgramVSWebGPU* VS = nullptr;
GPUShaderProgramPSWebGPU* PS = nullptr;
WGPURenderPipelineDescriptor PipelineDesc;
public:
GPUPipelineStateWebGPU(GPUDeviceWebGPU* device)
: GPUResourceWebGPU(device, StringView::Empty)
{
}
public:
WGPURenderPipeline GetPipeline(const Key& key);
public:
// [GPUPipelineState]
bool IsValid() const override;
bool Init(const Description& desc) override;
protected:
// [GPUResourceWebGPU]
void OnReleaseGPU() final override;
};
uint32 GetHash(const GPUPipelineStateWebGPU::Key& key);
#endif