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// WGPU render pipeline builder - reduces pipeline creation boilerplate
#pragma once
#include <string>
#include <vector>

struct WGPUDeviceImpl;
typedef struct WGPUDeviceImpl* WGPUDevice;
struct WGPUBindGroupLayoutImpl;
typedef struct WGPUBindGroupLayoutImpl* WGPUBindGroupLayout;
struct WGPURenderPipelineImpl;
typedef struct WGPURenderPipelineImpl* WGPURenderPipeline;
struct WGPUShaderModuleImpl;
typedef struct WGPUShaderModuleImpl* WGPUShaderModule;

#include "gpu/shader_composer.h"
#include "platform/platform.h"

class RenderPipelineBuilder {
  WGPUDevice device_;
  WGPURenderPipelineDescriptor desc_{};
  WGPUColorTargetState color_{};
  WGPUBlendState blend_{};
  WGPUDepthStencilState depth_{};
  std::vector<WGPUBindGroupLayout> layouts_;
  std::string shader_text_;
  WGPUShaderModule shader_module_ = nullptr;
  bool has_blend_ = false;
  bool has_depth_ = false;

 public:
  explicit RenderPipelineBuilder(WGPUDevice device);

  RenderPipelineBuilder& shader(const char* wgsl, bool compose = true);
  RenderPipelineBuilder& bind_group_layout(WGPUBindGroupLayout layout);
  RenderPipelineBuilder& format(WGPUTextureFormat fmt);
  RenderPipelineBuilder& blend_alpha();
  RenderPipelineBuilder&
  depth(WGPUTextureFormat depth_fmt = WGPUTextureFormat_Depth24Plus);
  RenderPipelineBuilder& cull_back();
  WGPURenderPipeline build();
};