dawn-cmake/src/dawn_native/Device.h

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// Copyright 2017 The Dawn Authors
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//
// 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_DEVICEBASE_H_
#define BACKEND_DEVICEBASE_H_
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#include "dawn_native/Error.h"
#include "dawn_native/Forward.h"
#include "dawn_native/RefCounted.h"
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#include "dawn/dawncpp.h"
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namespace backend {
using ErrorCallback = void (*)(const char* errorMessage, void* userData);
class DeviceBase {
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public:
DeviceBase();
virtual ~DeviceBase();
void HandleError(const char* message);
bool ConsumedError(MaybeError maybeError) {
if (DAWN_UNLIKELY(maybeError.IsError())) {
ConsumeError(maybeError.AcquireError());
return true;
}
return false;
}
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// Used by autogenerated code, returns itself
DeviceBase* GetDevice();
virtual BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) = 0;
virtual BlendStateBase* CreateBlendState(BlendStateBuilder* builder) = 0;
virtual BufferBase* CreateBuffer(BufferBuilder* builder) = 0;
virtual BufferViewBase* CreateBufferView(BufferViewBuilder* builder) = 0;
virtual CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) = 0;
virtual ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) = 0;
virtual DepthStencilStateBase* CreateDepthStencilState(
DepthStencilStateBuilder* builder) = 0;
virtual InputStateBase* CreateInputState(InputStateBuilder* builder) = 0;
virtual RenderPassDescriptorBase* CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) = 0;
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virtual RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) = 0;
virtual ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) = 0;
virtual SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) = 0;
virtual TextureBase* CreateTexture(TextureBuilder* builder) = 0;
virtual TextureViewBase* CreateTextureView(TextureViewBuilder* builder) = 0;
virtual void TickImpl() = 0;
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// Many Dawn 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
// 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.
ResultOrError<BindGroupLayoutBase*> GetOrCreateBindGroupLayout(
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const dawn::BindGroupLayoutDescriptor* descriptor);
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void UncacheBindGroupLayout(BindGroupLayoutBase* obj);
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// Dawn API
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BindGroupBuilder* CreateBindGroupBuilder();
BindGroupLayoutBase* CreateBindGroupLayout(
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const dawn::BindGroupLayoutDescriptor* descriptor);
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BlendStateBuilder* CreateBlendStateBuilder();
BufferBuilder* CreateBufferBuilder();
CommandBufferBuilder* CreateCommandBufferBuilder();
ComputePipelineBuilder* CreateComputePipelineBuilder();
DepthStencilStateBuilder* CreateDepthStencilStateBuilder();
InputStateBuilder* CreateInputStateBuilder();
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PipelineLayoutBase* CreatePipelineLayout(const dawn::PipelineLayoutDescriptor* descriptor);
QueueBase* CreateQueue();
RenderPassDescriptorBuilder* CreateRenderPassDescriptorBuilder();
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RenderPipelineBuilder* CreateRenderPipelineBuilder();
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SamplerBase* CreateSampler(const dawn::SamplerDescriptor* descriptor);
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ShaderModuleBuilder* CreateShaderModuleBuilder();
SwapChainBuilder* CreateSwapChainBuilder();
TextureBuilder* CreateTextureBuilder();
void Tick();
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void SetErrorCallback(dawn::DeviceErrorCallback callback, dawn::CallbackUserdata userdata);
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void Reference();
void Release();
private:
virtual ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
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const dawn::BindGroupLayoutDescriptor* descriptor) = 0;
virtual ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
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const dawn::PipelineLayoutDescriptor* descriptor) = 0;
virtual ResultOrError<QueueBase*> CreateQueueImpl() = 0;
virtual ResultOrError<SamplerBase*> CreateSamplerImpl(
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const dawn::SamplerDescriptor* descriptor) = 0;
MaybeError CreateBindGroupLayoutInternal(BindGroupLayoutBase** result,
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const dawn::BindGroupLayoutDescriptor* descriptor);
MaybeError CreatePipelineLayoutInternal(PipelineLayoutBase** result,
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const dawn::PipelineLayoutDescriptor* descriptor);
MaybeError CreateQueueInternal(QueueBase** result);
MaybeError CreateSamplerInternal(SamplerBase** result,
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const dawn::SamplerDescriptor* descriptor);
void ConsumeError(ErrorData* error);
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// The object caches aren't exposed in the header as they would require a lot of
// additional includes.
struct Caches;
Caches* mCaches = nullptr;
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dawn::DeviceErrorCallback mErrorCallback = nullptr;
dawn::CallbackUserdata mErrorUserdata = 0;
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uint32_t mRefCount = 1;
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};
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} // namespace backend
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#endif // BACKEND_DEVICEBASE_H_