2017-05-31 00:03:44 +00:00
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2017-07-06 18:41:13 +00:00
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#ifndef BACKEND_DEVICEBASE_H_
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#define BACKEND_DEVICEBASE_H_
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2017-05-31 00:03:44 +00:00
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2017-07-06 18:41:13 +00:00
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#include "backend/Forward.h"
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#include "backend/RefCounted.h"
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2017-05-31 00:03:44 +00:00
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#include "nxt/nxtcpp.h"
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namespace backend {
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using ErrorCallback = void (*)(const char* errorMessage, void* userData);
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class DeviceBase {
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public:
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DeviceBase();
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virtual ~DeviceBase();
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2017-05-31 00:03:44 +00:00
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void HandleError(const char* message);
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// Used by autogenerated code, returns itself
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DeviceBase* GetDevice();
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virtual BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) = 0;
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virtual BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) = 0;
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virtual BufferBase* CreateBuffer(BufferBuilder* builder) = 0;
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virtual BufferViewBase* CreateBufferView(BufferViewBuilder* builder) = 0;
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virtual CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) = 0;
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virtual ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) = 0;
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virtual DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) = 0;
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virtual FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) = 0;
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virtual InputStateBase* CreateInputState(InputStateBuilder* builder) = 0;
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virtual PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) = 0;
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virtual QueueBase* CreateQueue(QueueBuilder* builder) = 0;
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virtual RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) = 0;
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virtual RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) = 0;
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virtual SamplerBase* CreateSampler(SamplerBuilder* builder) = 0;
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virtual ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) = 0;
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virtual TextureBase* CreateTexture(TextureBuilder* builder) = 0;
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virtual TextureViewBase* CreateTextureView(TextureViewBuilder* builder) = 0;
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2017-06-14 17:33:45 +00:00
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virtual void TickImpl() = 0;
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2017-05-31 00:03:44 +00:00
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// Many NXT objects are completely immutable once created which means that if two
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// builders are given the same arguments, they can return the same object. Reusing
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// objects will help make comparisons between objects by a single pointer comparison.
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//
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// Technically no object is immutable as they have a reference count, and an
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// application with reference-counting issues could "see" that objects are reused.
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// This is solved by automatic-reference counting, and also the fact that when using
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// the client-server wire every creation will get a different proxy object, with a
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// different reference count.
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//
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// When trying to create an object, we give both the builder and an example of what
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// the built object will be, the "blueprint". The blueprint is just a FooBase object
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// instead of a backend Foo object. If the blueprint doesn't match an object in the
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// cache, then the builder is used to make a new object.
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BindGroupLayoutBase* GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder);
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void UncacheBindGroupLayout(BindGroupLayoutBase* obj);
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// NXT API
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BindGroupBuilder* CreateBindGroupBuilder();
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BindGroupLayoutBuilder* CreateBindGroupLayoutBuilder();
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BufferBuilder* CreateBufferBuilder();
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BufferViewBuilder* CreateBufferViewBuilder();
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CommandBufferBuilder* CreateCommandBufferBuilder();
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ComputePipelineBuilder* CreateComputePipelineBuilder();
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DepthStencilStateBuilder* CreateDepthStencilStateBuilder();
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FramebufferBuilder* CreateFramebufferBuilder();
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InputStateBuilder* CreateInputStateBuilder();
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PipelineLayoutBuilder* CreatePipelineLayoutBuilder();
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QueueBuilder* CreateQueueBuilder();
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RenderPassBuilder* CreateRenderPassBuilder();
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RenderPipelineBuilder* CreateRenderPipelineBuilder();
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SamplerBuilder* CreateSamplerBuilder();
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ShaderModuleBuilder* CreateShaderModuleBuilder();
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TextureBuilder* CreateTextureBuilder();
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2017-06-14 17:33:45 +00:00
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void Tick();
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void CopyBindGroups(uint32_t start, uint32_t count, BindGroupBase* source, BindGroupBase* target);
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void SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata);
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void Reference();
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void Release();
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private:
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// The object caches aren't exposed in the header as they would require a lot of
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// additional includes.
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struct Caches;
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Caches* caches = nullptr;
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nxt::DeviceErrorCallback errorCallback = nullptr;
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nxt::CallbackUserdata errorUserdata = 0;
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uint32_t refCount = 1;
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2017-05-31 00:03:44 +00:00
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};
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}
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2017-07-06 18:41:13 +00:00
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#endif // BACKEND_DEVICEBASE_H_
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