dawn-cmake/src/backend/common/Device.h

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