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Introduce wgpu::Surface and implement it for HWND, X11 and Metal
This is another step to implement webgpu.h swapchains, Surface is essentially a union type of all the types of windows that can be used to create swapchains. Changes to allow implementing wgpu::Surface and test its creation are: - Add GLFWUtils.cpp/.h/_metal.mm that contains helpers used to use WebGPU with GLFW. This deprecates BackendBinding.h that will be removed when the NXT swapchain is removed. - Add a `dawn_use_x11` GN variable to factor all the places in BUILD.gn where we checked whether we should use X11. - Add a `supports_glfw_for_windowing` GN variable in the main BUILD.gn file to control which configuration tests and samples using GLFW can be built. - Add a ObjCUtils.h to contain some ObjC functionality that we'd need in files that otherwise would be C++ (so that they can be compiled on all platforms). Bug: dawn:269 Change-Id: I25548142a1d1d1f05b0f4d71aa3bdc4698d19622 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/15081 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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src/utils/GLFWUtils.cpp
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83
src/utils/GLFWUtils.cpp
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "utils/GLFWUtils.h"
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#include "GLFW/glfw3.h"
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#include "common/Platform.h"
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#include <cstdlib>
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#if defined(DAWN_PLATFORM_WINDOWS)
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# define GLFW_EXPOSE_NATIVE_WIN32
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#elif defined(DAWN_USE_X11)
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# define GLFW_EXPOSE_NATIVE_X11
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#endif
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#include "GLFW/glfw3native.h"
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namespace utils {
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void SetupGLFWWindowHintsForBackend(wgpu::BackendType type) {
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if (type == wgpu::BackendType::OpenGL) {
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// Ask for OpenGL 4.4 which is what the GL backend requires for compute shaders and
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// texture views.
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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} else {
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// Without this GLFW will initialize a GL context on the window, which prevents using
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// the window with other APIs (by crashing in weird ways).
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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}
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}
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wgpu::Surface CreateSurfaceForWindow(wgpu::Instance instance, GLFWwindow* window) {
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std::unique_ptr<wgpu::ChainedStruct> chainedDescriptor =
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SetupWindowAndGetSurfaceDescriptorForTesting(window);
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wgpu::SurfaceDescriptor descriptor;
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descriptor.nextInChain = chainedDescriptor.get();
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wgpu::Surface surface = instance.CreateSurface(&descriptor);
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return surface;
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}
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#if defined(DAWN_PLATFORM_WINDOWS)
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std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(
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GLFWwindow* window) {
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std::unique_ptr<wgpu::SurfaceDescriptorFromWindowsHWND> desc =
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std::make_unique<wgpu::SurfaceDescriptorFromWindowsHWND>();
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desc->hwnd = glfwGetWin32Window(window);
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desc->hinstance = GetModuleHandle(nullptr);
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return desc;
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}
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#elif defined(DAWN_USE_X11)
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std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(
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GLFWwindow* window) {
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std::unique_ptr<wgpu::SurfaceDescriptorFromXlib> desc =
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std::make_unique<wgpu::SurfaceDescriptorFromXlib>();
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desc->display = glfwGetX11Display();
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desc->window = glfwGetX11Window(window);
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return desc;
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}
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#elif defined(DAWN_ENABLE_BACKEND_METAL)
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// SetupWindowAndGetSurfaceDescriptorForTesting defined in GLFWUtils_metal.mm
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#else
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std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(GLFWwindow*) {
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return nullptr;
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}
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#endif
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} // namespace utils
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