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https://github.com/encounter/dawn-cmake.git
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Split Pipeline in Render and Compute, common part
This commit is contained in:
committed by
Corentin Wallez
parent
00349e6e36
commit
29ced285d4
@@ -52,17 +52,17 @@ namespace null {
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(builder);
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}
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ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
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return new ComputePipeline(builder);
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}
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DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
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return new DepthStencilState(builder);
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}
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(builder);
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}
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FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
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return new Framebuffer(builder);
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}
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PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
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return new Pipeline(builder);
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(builder);
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@@ -73,6 +73,9 @@ namespace null {
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(builder);
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}
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RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
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return new RenderPipeline(builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(builder);
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}
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@@ -22,13 +22,14 @@
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#include "backend/BindGroupLayout.h"
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#include "backend/Device.h"
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#include "backend/CommandBuffer.h"
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#include "backend/ComputePipeline.h"
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#include "backend/DepthStencilState.h"
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#include "backend/InputState.h"
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#include "backend/Framebuffer.h"
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#include "backend/Pipeline.h"
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#include "backend/InputState.h"
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#include "backend/PipelineLayout.h"
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#include "backend/Queue.h"
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#include "backend/RenderPass.h"
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#include "backend/RenderPipeline.h"
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#include "backend/Sampler.h"
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#include "backend/ShaderModule.h"
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#include "backend/Texture.h"
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@@ -42,14 +43,15 @@ namespace null {
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class Buffer;
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using BufferView = BufferViewBase;
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class CommandBuffer;
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using ComputePipeline = ComputePipelineBase;
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using DepthStencilState = DepthStencilStateBase;
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class Device;
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using InputState = InputStateBase;
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using Framebuffer = FramebufferBase;
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using Pipeline = PipelineBase;
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using InputState = InputStateBase;
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using PipelineLayout = PipelineLayoutBase;
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class Queue;
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using RenderPass = RenderPassBase;
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using RenderPipeline = RenderPipelineBase;
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using Sampler = SamplerBase;
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using ShaderModule = ShaderModuleBase;
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class Texture;
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@@ -61,14 +63,15 @@ namespace null {
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using FramebufferType = Framebuffer;
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using PipelineType = Pipeline;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassType = RenderPass;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using TextureType = Texture;
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@@ -95,13 +98,14 @@ namespace null {
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BufferBase* CreateBuffer(BufferBuilder* builder) override;
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BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
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DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
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PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
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QueueBase* CreateQueue(QueueBuilder* builder) override;
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RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
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RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
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SamplerBase* CreateSampler(SamplerBuilder* builder) override;
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ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
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TextureBase* CreateTexture(TextureBuilder* builder) override;
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