Split Pipeline in Render and Compute, common part

This commit is contained in:
Corentin Wallez
2017-07-14 10:58:07 -04:00
committed by Corentin Wallez
parent 00349e6e36
commit 29ced285d4
20 changed files with 496 additions and 245 deletions

View File

@@ -52,17 +52,17 @@ namespace null {
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(builder);
}
ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
return new ComputePipeline(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new Pipeline(builder);
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(builder);
@@ -73,6 +73,9 @@ namespace null {
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(builder);
}
RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
return new RenderPipeline(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(builder);
}

View File

@@ -22,13 +22,14 @@
#include "backend/BindGroupLayout.h"
#include "backend/Device.h"
#include "backend/CommandBuffer.h"
#include "backend/ComputePipeline.h"
#include "backend/DepthStencilState.h"
#include "backend/InputState.h"
#include "backend/Framebuffer.h"
#include "backend/Pipeline.h"
#include "backend/InputState.h"
#include "backend/PipelineLayout.h"
#include "backend/Queue.h"
#include "backend/RenderPass.h"
#include "backend/RenderPipeline.h"
#include "backend/Sampler.h"
#include "backend/ShaderModule.h"
#include "backend/Texture.h"
@@ -42,14 +43,15 @@ namespace null {
class Buffer;
using BufferView = BufferViewBase;
class CommandBuffer;
using ComputePipeline = ComputePipelineBase;
using DepthStencilState = DepthStencilStateBase;
class Device;
using InputState = InputStateBase;
using Framebuffer = FramebufferBase;
using Pipeline = PipelineBase;
using InputState = InputStateBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using RenderPipeline = RenderPipelineBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
class Texture;
@@ -61,14 +63,15 @@ namespace null {
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DepthStencilStateType = DepthStencilState;
using DeviceType = Device;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
@@ -95,13 +98,14 @@ namespace null {
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;