Remove unnecessary Device forwarding.
This commit is contained in:
parent
59d55dc3ac
commit
2dd73fbc1d
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@ -26,7 +26,7 @@ namespace backend {
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// PipelineBase
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PipelineBase::PipelineBase(PipelineBuilder* builder)
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: device(builder->device), stageMask(builder->stageMask), layout(std::move(builder->layout)),
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: stageMask(builder->stageMask), layout(std::move(builder->layout)),
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renderPass(std::move(builder->renderPass)), subpass(builder->subpass),
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inputState(std::move(builder->inputState)), depthStencilState(std::move(builder->depthStencilState)) {
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@ -53,8 +53,6 @@ namespace backend {
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bool IsCompute() const;
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private:
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DeviceBase* device;
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nxt::ShaderStageBit stageMask;
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Ref<PipelineLayoutBase> layout;
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Ref<RenderPassBase> renderPass;
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@ -26,7 +26,7 @@ namespace metal {
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(Device* device, CommandBufferBuilder* builder);
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CommandBuffer(CommandBufferBuilder* builder);
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~CommandBuffer();
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void FillCommands(id<MTLCommandBuffer> commandBuffer);
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@ -119,8 +119,9 @@ namespace metal {
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};
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}
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
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CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(ToBackend(builder->GetDevice())),
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commands(builder->AcquireCommands()) {
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}
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CommandBuffer::~CommandBuffer() {
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@ -139,32 +139,23 @@ namespace metal {
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class BindGroup : public BindGroupBase {
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public:
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BindGroup(Device* device, BindGroupBuilder* builder);
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private:
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Device* device;
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BindGroup(BindGroupBuilder* builder);
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};
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
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private:
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Device* device;
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BindGroupLayout(BindGroupLayoutBuilder* builder);
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};
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class Framebuffer : public FramebufferBase {
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public:
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Framebuffer(Device* device, FramebufferBuilder* builder);
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Framebuffer(FramebufferBuilder* builder);
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~Framebuffer();
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private:
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Device* device;
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device, QueueBuilder* builder);
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Queue(QueueBuilder* builder);
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~Queue();
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id<MTLCommandQueue> GetMTLCommandQueue();
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@ -173,17 +164,13 @@ namespace metal {
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void Submit(uint32_t numCommands, CommandBuffer* const * commands);
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private:
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Device* device;
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id<MTLCommandQueue> commandQueue = nil;
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};
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(Device* device, RenderPassBuilder* builder);
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RenderPass(RenderPassBuilder* builder);
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~RenderPass();
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private:
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Device* device;
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};
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}
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@ -82,10 +82,10 @@ namespace metal {
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}
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(this, builder);
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return new BindGroup(builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(this, builder);
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return new BindGroupLayout(builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(builder);
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@ -94,7 +94,7 @@ namespace metal {
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return new BufferView(builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(this, builder);
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return new CommandBuffer(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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@ -103,7 +103,7 @@ namespace metal {
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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(this, 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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@ -112,10 +112,10 @@ namespace metal {
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return new PipelineLayout(builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(this, builder);
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return new Queue(builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(this, builder);
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return new RenderPass(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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@ -251,20 +251,20 @@ namespace metal {
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// Bind Group
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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BindGroup::BindGroup(BindGroupBuilder* builder)
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: BindGroupBase(builder) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device) {
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BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder) {
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}
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// Framebuffer
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Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
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: FramebufferBase(builder), device(device) {
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Framebuffer::Framebuffer(FramebufferBuilder* builder)
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: FramebufferBase(builder) {
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}
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Framebuffer::~Framebuffer() {
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@ -272,8 +272,9 @@ namespace metal {
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// Queue
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Queue::Queue(Device* device, QueueBuilder* builder)
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: QueueBase(builder), device(device) {
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Queue::Queue(QueueBuilder* builder)
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: QueueBase(builder) {
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Device* device = ToBackend(builder->GetDevice());
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commandQueue = [device->GetMTLDevice() newCommandQueue];
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}
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@ -299,8 +300,8 @@ namespace metal {
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// RenderPass
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RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
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: RenderPassBase(builder), device(device) {
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RenderPass::RenderPass(RenderPassBuilder* builder)
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: RenderPassBase(builder) {
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}
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RenderPass::~RenderPass() {
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@ -27,8 +27,8 @@
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namespace backend {
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namespace opengl {
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
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CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
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: CommandBufferBase(builder), commands(builder->AcquireCommands()) {
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}
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CommandBuffer::~CommandBuffer() {
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@ -25,13 +25,12 @@ namespace opengl {
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(Device* device, CommandBufferBuilder* builder);
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CommandBuffer(CommandBufferBuilder* builder);
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~CommandBuffer();
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void Execute();
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private:
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Device* device;
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CommandIterator commands;
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};
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@ -64,8 +64,8 @@ namespace opengl {
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}
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}
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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DepthStencilState::DepthStencilState(DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder) {
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}
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void DepthStencilState::ApplyNow(PersistentPipelineState &persistentPipelineState) const {
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@ -25,12 +25,9 @@ namespace opengl {
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class DepthStencilState : public DepthStencilStateBase {
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public:
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DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
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DepthStencilState(DepthStencilStateBuilder* builder);
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void ApplyNow(PersistentPipelineState &persistentPipelineState) const;
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private:
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Device* device;
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};
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}
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@ -49,52 +49,52 @@ namespace opengl {
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// Device
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(this, builder);
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return new BindGroup(builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(this, builder);
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return new BindGroupLayout(builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(this, builder);
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return new Buffer(builder);
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}
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BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
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return new BufferView(this, builder);
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return new BufferView(builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(this, builder);
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return new CommandBuffer(builder);
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}
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DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
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return new DepthStencilState(this, 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(this, 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(this, 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(this, builder);
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return new Pipeline(builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(this, builder);
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return new PipelineLayout(builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(this, builder);
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return new Queue(builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(this, builder);
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return new RenderPass(builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(this, builder);
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return new Sampler(builder);
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}
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ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
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return new ShaderModule(this, builder);
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return new ShaderModule(builder);
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}
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TextureBase* Device::CreateTexture(TextureBuilder* builder) {
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return new Texture(this, builder);
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return new Texture(builder);
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}
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TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
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return new TextureView(this, builder);
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return new TextureView(builder);
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}
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void Device::TickImpl() {
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@ -108,20 +108,20 @@ namespace opengl {
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// Bind Group
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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BindGroup::BindGroup(BindGroupBuilder* builder)
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: BindGroupBase(builder) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device) {
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BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder) {
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}
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// Buffer
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Buffer::Buffer(Device* device, BufferBuilder* builder)
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: BufferBase(builder), device(device) {
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Buffer::Buffer(BufferBuilder* builder)
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: BufferBase(builder) {
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
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@ -149,14 +149,14 @@ namespace opengl {
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// BufferView
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BufferView::BufferView(Device* device, BufferViewBuilder* builder)
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: BufferViewBase(builder), device(device) {
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BufferView::BufferView(BufferViewBuilder* builder)
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: BufferViewBase(builder) {
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}
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// InputState
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InputState::InputState(Device* device, InputStateBuilder* builder)
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: InputStateBase(builder), device(device) {
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InputState::InputState(InputStateBuilder* builder)
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: InputStateBase(builder) {
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glGenVertexArrays(1, &vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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auto& attributesSetMask = GetAttributesSetMask();
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@ -193,14 +193,14 @@ namespace opengl {
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// Framebuffer
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Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
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: FramebufferBase(builder), device(device) {
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Framebuffer::Framebuffer(FramebufferBuilder* builder)
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: FramebufferBase(builder) {
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}
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// Queue
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Queue::Queue(Device* device, QueueBuilder* builder)
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: QueueBase(builder), device(device) {
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Queue::Queue(QueueBuilder* builder)
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: QueueBase(builder) {
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}
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void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
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@ -211,8 +211,8 @@ namespace opengl {
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// RenderPass
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RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
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: RenderPassBase(builder), device(device) {
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RenderPass::RenderPass(RenderPassBuilder* builder)
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: RenderPassBase(builder) {
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}
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}
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@ -106,23 +106,17 @@ namespace opengl {
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class BindGroup : public BindGroupBase {
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public:
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BindGroup(Device* device, BindGroupBuilder* builder);
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private:
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Device* device;
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BindGroup(BindGroupBuilder* builder);
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};
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
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private:
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Device* device;
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BindGroupLayout(BindGroupLayoutBuilder* builder);
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};
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class Buffer : public BufferBase {
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public:
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Buffer(Device* device, BufferBuilder* builder);
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Buffer(BufferBuilder* builder);
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GLuint GetHandle() const;
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@ -132,53 +126,39 @@ namespace opengl {
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void UnmapImpl() override;
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void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override;
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Device* device;
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GLuint buffer = 0;
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};
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class BufferView : public BufferViewBase {
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public:
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BufferView(Device* device, BufferViewBuilder* builder);
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private:
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Device* device;
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BufferView(BufferViewBuilder* builder);
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};
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class Framebuffer : public FramebufferBase {
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public:
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Framebuffer(Device* device, FramebufferBuilder* builder);
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private:
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Device* device;
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Framebuffer(FramebufferBuilder* builder);
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};
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class InputState : public InputStateBase {
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public:
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InputState(Device* device, InputStateBuilder* builder);
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InputState(InputStateBuilder* builder);
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GLuint GetVAO();
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private:
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Device* device;
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GLuint vertexArrayObject;
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device, QueueBuilder* builder);
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Queue(QueueBuilder* builder);
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// NXT API
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void Submit(uint32_t numCommands, CommandBuffer* const * commands);
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private:
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Device* device;
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};
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(Device* device, RenderPassBuilder* builder);
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private:
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Device* device;
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RenderPass(RenderPassBuilder* builder);
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};
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}
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@ -41,7 +41,7 @@ namespace opengl {
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}
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Pipeline::Pipeline(Device* device, PipelineBuilder* builder) : PipelineBase(builder), device(device) {
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Pipeline::Pipeline(PipelineBuilder* builder) : PipelineBase(builder) {
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auto CreateShader = [](GLenum type, const char* source) -> GLuint {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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@ -30,7 +30,7 @@ namespace opengl {
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class Pipeline : public PipelineBase {
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public:
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Pipeline(Device* device, PipelineBuilder* builder);
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Pipeline(PipelineBuilder* builder);
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using GLPushConstantInfo = std::array<GLint, kMaxPushConstants>;
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using BindingLocations = std::array<std::array<GLint, kMaxBindingsPerGroup>, kMaxBindGroups>;
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@ -47,7 +47,6 @@ namespace opengl {
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PerStage<GLPushConstantInfo> glPushConstants;
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std::vector<std::vector<GLuint>> unitsForSamplers;
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std::vector<std::vector<GLuint>> unitsForTextures;
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Device* device;
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};
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}
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@ -19,8 +19,8 @@
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namespace backend {
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namespace opengl {
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PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
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: PipelineLayoutBase(builder), device(device) {
|
||||
PipelineLayout::PipelineLayout(PipelineLayoutBuilder* builder)
|
||||
: PipelineLayoutBase(builder) {
|
||||
GLuint uboIndex = 0;
|
||||
GLuint samplerIndex = 0;
|
||||
GLuint sampledTextureIndex = 0;
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace opengl {
|
|||
|
||||
class PipelineLayout : public PipelineLayoutBase {
|
||||
public:
|
||||
PipelineLayout(Device* device, PipelineLayoutBuilder* builder);
|
||||
PipelineLayout(PipelineLayoutBuilder* builder);
|
||||
|
||||
using BindingIndexInfo = std::array<std::array<GLuint, kMaxBindingsPerGroup>, kMaxBindGroups>;
|
||||
const BindingIndexInfo& GetBindingIndexInfo() const;
|
||||
|
@ -36,7 +36,6 @@ namespace opengl {
|
|||
size_t GetNumSampledTextures() const;
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
BindingIndexInfo indexInfo;
|
||||
size_t numSamplers;
|
||||
size_t numSampledTextures;
|
||||
|
|
|
@ -47,8 +47,8 @@ namespace opengl {
|
|||
}
|
||||
}
|
||||
|
||||
Sampler::Sampler(Device* device, SamplerBuilder* builder)
|
||||
: SamplerBase(builder), device(device) {
|
||||
Sampler::Sampler(SamplerBuilder* builder)
|
||||
: SamplerBase(builder) {
|
||||
glGenSamplers(1, &handle);
|
||||
glSamplerParameteri(handle, GL_TEXTURE_MAG_FILTER, MagFilterMode(builder->GetMagFilter()));
|
||||
glSamplerParameteri(handle, GL_TEXTURE_MIN_FILTER, MinFilterMode(builder->GetMinFilter(), builder->GetMipMapFilter()));
|
||||
|
|
|
@ -26,12 +26,11 @@ namespace opengl {
|
|||
|
||||
class Sampler : public SamplerBase {
|
||||
public:
|
||||
Sampler(Device* device, SamplerBuilder* builder);
|
||||
Sampler(SamplerBuilder* builder);
|
||||
|
||||
GLuint GetHandle() const;
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
GLuint handle;
|
||||
};
|
||||
|
||||
|
|
|
@ -43,8 +43,8 @@ namespace opengl {
|
|||
return o.str();
|
||||
}
|
||||
|
||||
ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
|
||||
: ShaderModuleBase(builder), device(device) {
|
||||
ShaderModule::ShaderModule(ShaderModuleBuilder* builder)
|
||||
: ShaderModuleBase(builder) {
|
||||
spirv_cross::CompilerGLSL compiler(builder->AcquireSpirv());
|
||||
spirv_cross::CompilerGLSL::Options options;
|
||||
|
||||
|
|
|
@ -41,7 +41,7 @@ namespace opengl {
|
|||
|
||||
class ShaderModule : public ShaderModuleBase {
|
||||
public:
|
||||
ShaderModule(Device* device, ShaderModuleBuilder* builder);
|
||||
ShaderModule(ShaderModuleBuilder* builder);
|
||||
|
||||
using CombinedSamplerInfo = std::vector<CombinedSampler>;
|
||||
|
||||
|
@ -49,7 +49,6 @@ namespace opengl {
|
|||
const CombinedSamplerInfo& GetCombinedSamplerInfo() const;
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
CombinedSamplerInfo combinedInfo;
|
||||
std::string glslSource;
|
||||
};
|
||||
|
|
|
@ -40,8 +40,8 @@ namespace opengl {
|
|||
|
||||
// Texture
|
||||
|
||||
Texture::Texture(Device* device, TextureBuilder* builder)
|
||||
: TextureBase(builder), device(device) {
|
||||
Texture::Texture(TextureBuilder* builder)
|
||||
: TextureBase(builder) {
|
||||
target = TargetForDimension(GetDimension());
|
||||
|
||||
uint32_t width = GetWidth();
|
||||
|
@ -81,8 +81,8 @@ namespace opengl {
|
|||
|
||||
// TextureView
|
||||
|
||||
TextureView::TextureView(Device* device, TextureViewBuilder* builder)
|
||||
: TextureViewBase(builder), device(device) {
|
||||
TextureView::TextureView(TextureViewBuilder* builder)
|
||||
: TextureViewBase(builder) {
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -32,7 +32,7 @@ namespace opengl {
|
|||
|
||||
class Texture : public TextureBase {
|
||||
public:
|
||||
Texture(Device* device, TextureBuilder* builder);
|
||||
Texture(TextureBuilder* builder);
|
||||
|
||||
GLuint GetHandle() const;
|
||||
GLenum GetGLTarget() const;
|
||||
|
@ -41,17 +41,13 @@ namespace opengl {
|
|||
private:
|
||||
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
|
||||
|
||||
Device* device;
|
||||
GLuint handle;
|
||||
GLenum target;
|
||||
};
|
||||
|
||||
class TextureView : public TextureViewBase {
|
||||
public:
|
||||
TextureView(Device* device, TextureViewBuilder* builder);
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
TextureView(TextureViewBuilder* builder);
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue