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Slab-allocate OpenGL bind groups
Now that all backends use slab-allocated bind groups, this patch also moves the BindGroup implementation with owned-data into the Null backend. Bug: dawn:340 Change-Id: I08a952075b382008fb82f1fbab3f779cc05bc2a3 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/16747 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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src/dawn_native/opengl/BindGroupGL.cpp
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35
src/dawn_native/opengl/BindGroupGL.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 "dawn_native/opengl/BindGroupGL.h"
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#include "dawn_native/opengl/BindGroupLayoutGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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namespace dawn_native { namespace opengl {
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BindGroup::BindGroup(Device* device, const BindGroupDescriptor* descriptor)
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: BindGroupBase(this, device, descriptor) {
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}
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BindGroup::~BindGroup() {
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ToBackend(GetLayout())->DeallocateBindGroup(this);
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}
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// static
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BindGroup* BindGroup::Create(Device* device, const BindGroupDescriptor* descriptor) {
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return ToBackend(descriptor->layout)->AllocateBindGroup(device, descriptor);
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}
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}} // namespace dawn_native::opengl
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