OpenGL: Split OpenGLBackend in Forward.h and DeviceGL
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@ -66,10 +66,11 @@ if (NXT_ENABLE_OPENGL)
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${OPENGL_DIR}/ComputePipelineGL.h
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${OPENGL_DIR}/DepthStencilStateGL.cpp
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${OPENGL_DIR}/DepthStencilStateGL.h
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${OPENGL_DIR}/DeviceGL.cpp
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${OPENGL_DIR}/DeviceGL.h
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${OPENGL_DIR}/Forward.h
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${OPENGL_DIR}/InputStateGL.cpp
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${OPENGL_DIR}/InputStateGL.h
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${OPENGL_DIR}/OpenGLBackend.cpp
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${OPENGL_DIR}/OpenGLBackend.h
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${OPENGL_DIR}/PersistentPipelineStateGL.cpp
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${OPENGL_DIR}/PersistentPipelineStateGL.h
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${OPENGL_DIR}/PipelineGL.cpp
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@ -14,7 +14,6 @@
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#include "backend/opengl/BlendStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "common/Assert.h"
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namespace backend { namespace opengl {
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@ -14,8 +14,6 @@
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#include "backend/opengl/BufferGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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namespace backend { namespace opengl {
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// Buffer
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@ -14,11 +14,12 @@
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#include "backend/opengl/CommandBufferGL.h"
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#include "backend/BindGroup.h"
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#include "backend/Commands.h"
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#include "backend/opengl/BufferGL.h"
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#include "backend/opengl/ComputePipelineGL.h"
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#include "backend/opengl/Forward.h"
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#include "backend/opengl/InputStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/PipelineLayoutGL.h"
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#include "backend/opengl/RenderPipelineGL.h"
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@ -14,7 +14,6 @@
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#include "backend/opengl/DepthStencilStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "common/Assert.h"
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@ -12,8 +12,11 @@
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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 "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/DeviceGL.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/opengl/BlendStateGL.h"
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#include "backend/opengl/BufferGL.h"
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#include "backend/opengl/CommandBufferGL.h"
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@ -106,17 +109,6 @@ namespace backend { namespace opengl {
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void Device::TickImpl() {
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}
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// Bind Group
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BindGroup::BindGroup(BindGroupBuilder* builder) : BindGroupBase(builder) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder) {
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}
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// Queue
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Queue::Queue(Device* device) : QueueBase(device) {
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@ -128,10 +120,4 @@ namespace backend { namespace opengl {
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}
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}
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// RenderPassDescriptor
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RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
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: RenderPassDescriptorBase(builder) {
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}
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}} // namespace backend::opengl
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@ -1,4 +1,4 @@
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// Copyright 2017 The NXT Authors
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// Copyright 2018 The NXT 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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@ -12,75 +12,19 @@
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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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#ifndef BACKEND_OPENGL_OPENGLBACKEND_H_
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#define BACKEND_OPENGL_OPENGLBACKEND_H_
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#ifndef BACKEND_OPENGL_DEVICEGL_H_
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#define BACKEND_OPENGL_DEVICEGL_H_
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#include "nxt/nxtcpp.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/BlendState.h"
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#include "backend/Buffer.h"
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#include "backend/DepthStencilState.h"
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#include "backend/Device.h"
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#include "backend/InputState.h"
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#include "backend/Queue.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/ToBackend.h"
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#include "backend/opengl/Forward.h"
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#include "glad/glad.h"
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namespace backend { namespace opengl {
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class BindGroup;
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class BindGroupLayout;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class InputState;
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class PersistentPipelineState;
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class PipelineLayout;
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class Queue;
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class RenderPassDescriptor;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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struct OpenGLBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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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 PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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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 SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) {
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return ToBackendBase<OpenGLBackendTraits>(common);
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}
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// Definition of backend types
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class Device : public DeviceBase {
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public:
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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@ -109,16 +53,6 @@ namespace backend { namespace opengl {
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const nxt::SamplerDescriptor* descriptor) override;
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};
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class BindGroup : public BindGroupBase {
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public:
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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(BindGroupLayoutBuilder* builder);
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device);
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@ -127,11 +61,6 @@ namespace backend { namespace opengl {
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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};
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class RenderPassDescriptor : public RenderPassDescriptorBase {
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public:
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RenderPassDescriptor(RenderPassDescriptorBuilder* builder);
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};
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}} // namespace backend::opengl
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#endif // BACKEND_OPENGL_OPENGLBACKEND_H_
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#endif // BACKEND_OPENGL_DEVICEGL_H_
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@ -0,0 +1,78 @@
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// Copyright 2018 The NXT 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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#ifndef BACKEND_OPENGL_FORWARD_H_
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#define BACKEND_OPENGL_FORWARD_H_
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#include "backend/ToBackend.h"
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namespace {
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class BindGroupBase;
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class BindGroup;
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class RenderPassDescriptor;
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} // namespace
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namespace backend { namespace opengl {
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using BindGroup = BindGroupBase;
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using BindGroupLayout = BindGroupLayoutBase;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class InputState;
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class PersistentPipelineState;
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class PipelineLayout;
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class Queue;
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using RenderPassDescriptor = RenderPassDescriptorBase;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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struct OpenGLBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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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 PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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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 SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<OpenGLBackendTraits>(common)) {
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return ToBackendBase<OpenGLBackendTraits>(common);
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}
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}} // namespace backend::opengl
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#endif // BACKEND_OPENGL_FORWARD_H_
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@ -12,13 +12,16 @@
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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 "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/opengl/BlendStateGL.h"
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#include "backend/opengl/BufferGL.h"
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#include "backend/opengl/CommandBufferGL.h"
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#include "backend/opengl/ComputePipelineGL.h"
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#include "backend/opengl/DepthStencilStateGL.h"
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#include "backend/opengl/DeviceGL.h"
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#include "backend/opengl/InputStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/PipelineLayoutGL.h"
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#include "backend/opengl/RenderPipelineGL.h"
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@ -14,7 +14,6 @@
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#include "backend/opengl/InputStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "common/Assert.h"
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namespace backend { namespace opengl {
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@ -14,8 +14,6 @@
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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namespace backend { namespace opengl {
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void PersistentPipelineState::SetDefaultState() {
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@ -14,7 +14,8 @@
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#include "backend/opengl/PipelineGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/opengl/Forward.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/PipelineLayoutGL.h"
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#include "backend/opengl/ShaderModuleGL.h"
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@ -14,7 +14,7 @@
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#include "backend/opengl/PipelineLayoutGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/BindGroupLayout.h"
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namespace backend { namespace opengl {
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@ -16,8 +16,8 @@
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#include "backend/opengl/BlendStateGL.h"
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#include "backend/opengl/DepthStencilStateGL.h"
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#include "backend/opengl/Forward.h"
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#include "backend/opengl/InputStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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namespace backend { namespace opengl {
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@ -14,7 +14,7 @@
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#include "backend/opengl/SamplerGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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#include "backend/opengl/DeviceGL.h"
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#include "common/Assert.h"
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namespace backend { namespace opengl {
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