// 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
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#ifndef SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_
#define SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_

#include "src/dawn/native/CommandBuffer.h"
#include "src/dawn/native/Error.h"

namespace dawn::native {
struct BeginComputePassCmd;
struct BeginRenderPassCmd;
}  // namespace dawn::native

namespace dawn::native::d3d12 {

template <typename PipelineType>
class BindGroupStateTracker;
class CommandRecordingContext;
class ComputePipeline;
class RenderPassBuilder;
class RenderPipeline;

class CommandBuffer final : public CommandBufferBase {
  public:
    static Ref<CommandBuffer> Create(CommandEncoder* encoder,
                                     const CommandBufferDescriptor* descriptor);

    MaybeError RecordCommands(CommandRecordingContext* commandContext);

  private:
    CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);

    MaybeError RecordComputePass(CommandRecordingContext* commandContext,
                                 BindGroupStateTracker<ComputePipeline>* bindingTracker,
                                 BeginComputePassCmd* computePass,
                                 const ComputePassResourceUsage& resourceUsages);
    MaybeError RecordRenderPass(CommandRecordingContext* commandContext,
                                BindGroupStateTracker<RenderPipeline>* bindingTracker,
                                BeginRenderPassCmd* renderPass,
                                PassIndex renderPassIndex,
                                bool passHasUAV);
    MaybeError SetupRenderPass(CommandRecordingContext* commandContext,
                               BeginRenderPassCmd* renderPass,
                               RenderPassBuilder* renderPassBuilder);
    void EmulateBeginRenderPass(CommandRecordingContext* commandContext,
                                const RenderPassBuilder* renderPassBuilder) const;
};

}  // namespace dawn::native::d3d12

#endif  // SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_
