Remove some useless #include files and forward declarations
BUG=chromium:1161355 Change-Id: Ie4d0e5da22f4b7a66591265d101f2fbe75a2e00a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42180 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -27,8 +27,6 @@
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namespace dawn_native {
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struct BeginRenderPassCmd;
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using QueryAvailabilityMap = std::map<QuerySetBase*, std::vector<bool>>;
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class CommandEncoder final : public ObjectBase {
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@ -23,9 +23,7 @@
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namespace dawn_native {
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class AttachmentState;
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class QuerySetBase;
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struct BeginRenderPassCmd;
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struct PassResourceUsage;
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struct TexelBlockInfo;
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@ -25,7 +25,6 @@ namespace dawn_native {
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class ComputePipelineBase;
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class DeviceBase;
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class PipelineBase;
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class RenderPipelineBase;
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struct CreatePipelineAsyncTaskBase {
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@ -25,7 +25,6 @@
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namespace dawn_native {
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class CommandAllocator;
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class DeviceBase;
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// Base class for shared functionality between ComputePassEncoder and RenderPassEncoder.
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@ -20,7 +20,6 @@
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namespace dawn_native {
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class BufferBase;
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class DeviceBase;
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class CommandEncoder;
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struct TimestampParams {
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@ -28,7 +28,6 @@
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namespace dawn_native {
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struct BeginRenderPassCmd;
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struct RenderBundleDescriptor;
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class RenderBundleEncoder;
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@ -27,11 +27,7 @@
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namespace dawn_native {
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struct BeginRenderPassCmd;
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class DeviceBase;
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struct EntryPointMetadata;
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class RenderBundleEncoder;
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MaybeError ValidateRenderPipelineDescriptor(DeviceBase* device,
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const RenderPipelineDescriptor* descriptor);
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@ -25,7 +25,6 @@ namespace dawn_native { namespace d3d12 {
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class Device;
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class SamplerHeapCacheEntry;
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class ShaderVisibleDescriptorAllocator;
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class StagingDescriptorAllocator;
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class BindGroup final : public BindGroupBase, public PlacementAllocated {
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public:
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@ -26,7 +26,6 @@ namespace dawn_native { namespace d3d12 {
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class BindGroup;
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class CPUDescriptorHeapAllocation;
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class Device;
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class SamplerHeapCacheEntry;
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class StagingDescriptorAllocator;
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class BindGroupLayout final : public BindGroupLayoutBase {
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@ -14,17 +14,11 @@
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#include "dawn_native/d3d12/CommandBufferD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/BindGroupTracker.h"
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#include "dawn_native/CommandEncoder.h"
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#include "dawn_native/CommandValidation.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/EnumMaskIterator.h"
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#include "dawn_native/RenderBundle.h"
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#include "dawn_native/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/CommandRecordingContext.h"
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#include "dawn_native/d3d12/ComputePipelineD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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@ -32,16 +26,10 @@
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#include "dawn_native/d3d12/QuerySetD3D12.h"
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#include "dawn_native/d3d12/RenderPassBuilderD3D12.h"
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#include "dawn_native/d3d12/RenderPipelineD3D12.h"
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#include "dawn_native/d3d12/SamplerD3D12.h"
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#include "dawn_native/d3d12/SamplerHeapCacheD3D12.h"
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#include "dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/TextureCopySplitter.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <deque>
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namespace dawn_native { namespace d3d12 {
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namespace {
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@ -15,12 +15,8 @@
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#ifndef DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
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#define DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
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#include "common/Constants.h"
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#include "dawn_native/CommandBuffer.h"
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#include "dawn_native/Error.h"
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#include "dawn_native/d3d12/Forward.h"
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#include <array>
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namespace dawn_native {
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struct BeginRenderPassCmd;
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@ -30,10 +26,7 @@ namespace dawn_native { namespace d3d12 {
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class BindGroupStateTracker;
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class CommandRecordingContext;
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class Device;
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class RenderPassDescriptorHeapTracker;
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class RenderPassBuilder;
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class RenderPipeline;
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class CommandBuffer final : public CommandBufferBase {
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public:
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@ -15,13 +15,15 @@
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#define DAWNNATIVE_D3D12_COMMANDRECORDINGCONTEXT_H_
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#include "dawn_native/Error.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/IntegerTypes.h"
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#include "dawn_native/d3d12/d3d12_platform.h"
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#include <set>
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namespace dawn_native { namespace d3d12 {
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class CommandAllocatorManager;
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class Device;
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class Heap;
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class Texture;
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class CommandRecordingContext {
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@ -14,16 +14,11 @@
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/BackendConnection.h"
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#include "dawn_native/ErrorData.h"
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#include "dawn_native/Format.h"
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#include "dawn_native/Instance.h"
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#include "dawn_native/d3d12/AdapterD3D12.h"
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#include "dawn_native/d3d12/BackendD3D12.h"
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#include "dawn_native/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.h"
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#include "dawn_native/d3d12/CommandAllocatorManager.h"
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#include "dawn_native/d3d12/CommandBufferD3D12.h"
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#include "dawn_native/d3d12/ComputePipelineD3D12.h"
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@ -42,7 +37,6 @@
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#include "dawn_native/d3d12/StagingBufferD3D12.h"
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#include "dawn_native/d3d12/StagingDescriptorAllocatorD3D12.h"
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#include "dawn_native/d3d12/SwapChainD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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#include "dawn_native/d3d12/UtilsD3D12.h"
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#include <sstream>
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@ -15,24 +15,16 @@
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#ifndef DAWNNATIVE_D3D12_DEVICED3D12_H_
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#define DAWNNATIVE_D3D12_DEVICED3D12_H_
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#include "dawn_native/dawn_platform.h"
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#include "common/Constants.h"
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#include "common/SerialQueue.h"
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#include "dawn_native/BindingInfo.h"
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#include "dawn_native/Commands.h"
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#include "dawn_native/Device.h"
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#include "dawn_native/d3d12/CommandRecordingContext.h"
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#include "dawn_native/d3d12/D3D12Info.h"
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#include "dawn_native/d3d12/Forward.h"
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#include "dawn_native/d3d12/ResourceHeapAllocationD3D12.h"
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#include <memory>
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#include "dawn_native/d3d12/TextureD3D12.h"
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namespace dawn_native { namespace d3d12 {
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class CommandAllocatorManager;
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class DescriptorHeapAllocator;
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class PlatformFunctions;
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class ResidencyManager;
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class ResourceAllocatorManager;
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@ -23,7 +23,6 @@
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namespace dawn_native { namespace d3d12 {
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class Device;
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class CommandBuffer;
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class Queue final : public QueueBase {
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public:
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@ -21,7 +21,6 @@
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#include "dawn_native/d3d12/GPUDescriptorHeapAllocationD3D12.h"
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#include <unordered_set>
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#include <vector>
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// |SamplerHeapCacheEntry| maintains a cache of sampler descriptor heap allocations.
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// Each entry represents one or more sampler descriptors that co-exist in a CPU and
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@ -21,7 +21,6 @@
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namespace dawn_native { namespace d3d12 {
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class CommandRecordingContext;
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class Device;
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class StagingBuffer : public StagingBufferBase {
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@ -20,7 +20,6 @@
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namespace dawn_native { namespace metal {
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class BindGroupLayout;
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class Device;
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class BindGroup final : public BindGroupBase, public PlacementAllocated {
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@ -19,7 +19,6 @@
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namespace dawn_native { namespace metal {
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class CommandBuffer;
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class Device;
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class Queue final : public QueueBase {
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@ -20,7 +20,6 @@
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namespace dawn_native { namespace opengl {
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class BindGroupLayout;
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class Device;
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MaybeError ValidateGLBindGroupDescriptor(const BindGroupDescriptor* descriptor);
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@ -24,7 +24,6 @@ namespace dawn_native {
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namespace dawn_native { namespace opengl {
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class Device;
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struct OpenGLFunctions;
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class CommandBuffer final : public CommandBufferBase {
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public:
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namespace dawn_native { namespace opengl {
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struct OpenGLFunctions;
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class PersistentPipelineState;
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class PipelineLayout;
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class Sampler;
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@ -19,7 +19,6 @@
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namespace dawn_native { namespace opengl {
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class CommandBuffer;
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class Device;
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class Queue final : public QueueBase {
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@ -18,11 +18,7 @@
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#include "dawn_native/vulkan/BufferVk.h"
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#include <vector>
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namespace dawn_native { namespace vulkan {
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class Buffer;
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// Used to track operations that are handled after recording.
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// Currently only tracks semaphores, but may be used to do barrier coalescing in the future.
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struct CommandRecordingContext {
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@ -19,7 +19,6 @@
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namespace dawn_native { namespace vulkan {
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class CommandBuffer;
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class Device;
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class Queue final : public QueueBase {
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