mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-13 23:26:24 +00:00
Generate a single ProcTable instead of one per backend.
This required putting Queue::Submit on QueueBase which is something we would want to do anyway, and removes the need for Queue::ValidateSubmit being called in the ProcTable. This removes the need for all the "GeneratedCodeIncludes" files and leads to a bunch of simplifications in BindGroup as well as the dawn_native CMakeLists.txt. Finally this was done in order to simplify the writing of BUILD.gn files.
This commit is contained in:
committed by
Corentin Wallez
parent
1ac25e850a
commit
fe253f135b
@@ -25,7 +25,6 @@
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#include <array>
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#include <bitset>
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#include <type_traits>
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namespace dawn_native {
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@@ -55,25 +54,8 @@ namespace dawn_native {
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void SetLayout(BindGroupLayoutBase* layout);
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void SetUsage(dawn::BindGroupUsage usage);
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template <typename T>
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void SetBufferViews(uint32_t start, uint32_t count, T* const* bufferViews) {
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static_assert(std::is_base_of<BufferViewBase, T>::value, "");
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SetBufferViews(start, count, reinterpret_cast<BufferViewBase* const*>(bufferViews));
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}
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void SetBufferViews(uint32_t start, uint32_t count, BufferViewBase* const* bufferViews);
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template <typename T>
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void SetSamplers(uint32_t start, uint32_t count, T* const* samplers) {
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static_assert(std::is_base_of<SamplerBase, T>::value, "");
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SetSamplers(start, count, reinterpret_cast<SamplerBase* const*>(samplers));
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}
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void SetSamplers(uint32_t start, uint32_t count, SamplerBase* const* samplers);
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template <typename T>
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void SetTextureViews(uint32_t start, uint32_t count, T* const* textureViews) {
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static_assert(std::is_base_of<TextureViewBase, T>::value, "");
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SetTextureViews(start, count, reinterpret_cast<TextureViewBase* const*>(textureViews));
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}
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void SetTextureViews(uint32_t start, uint32_t count, TextureViewBase* const* textureViews);
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private:
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@@ -30,21 +30,8 @@ Generate(
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-T dawn_native_utils
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)
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function(GenerateProcTable backend)
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Generate(
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LIB_NAME ${backend}_autogen
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LIB_TYPE STATIC
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FOLDER "dawn_native"
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PRINT_NAME "${backend} backend autogenerated files"
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COMMAND_LINE_ARGS
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${GENERATOR_COMMON_ARGS}
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-T ${backend}
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)
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target_link_libraries(${backend}_autogen dawn_native_utils_autogen)
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endfunction()
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set(DAWN_NATIVE_SOURCES)
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set(DAWN_NATIVE_DEPS dawn_common spirv_cross)
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set(DAWN_NATIVE_DEPS dawn_common spirv_cross dawn_native_utils_autogen)
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set(DAWN_NATIVE_INCLUDE_DIRS ${SPIRV_CROSS_INCLUDE_DIR})
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################################################################################
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@@ -52,10 +39,7 @@ set(DAWN_NATIVE_INCLUDE_DIRS ${SPIRV_CROSS_INCLUDE_DIR})
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################################################################################
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if (DAWN_ENABLE_OPENGL)
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GenerateProcTable(opengl)
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target_link_libraries(opengl_autogen glad)
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list(APPEND DAWN_NATIVE_DEPS opengl_autogen glad)
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list(APPEND DAWN_NATIVE_DEPS glad)
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list(APPEND DAWN_NATIVE_INCLUDE_DIRS ${GLAD_INCLUDE_DIR})
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list(APPEND DAWN_NATIVE_SOURCES
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${OPENGL_DIR}/BlendStateGL.cpp
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@@ -100,9 +84,6 @@ endif()
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################################################################################
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if (DAWN_ENABLE_NULL)
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GenerateProcTable(null)
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list(APPEND DAWN_NATIVE_DEPS null_autogen)
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list(APPEND DAWN_NATIVE_SOURCES
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${NULL_DIR}/NullBackend.cpp
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${NULL_DIR}/NullBackend.h
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@@ -115,8 +96,7 @@ endif()
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################################################################################
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if (DAWN_ENABLE_METAL)
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GenerateProcTable(metal)
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list(APPEND DAWN_NATIVE_DEPS metal_autogen "-framework Metal" "-framework Cocoa")
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list(APPEND DAWN_NATIVE_DEPS "-framework Metal" "-framework Cocoa")
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list(APPEND DAWN_NATIVE_SOURCES
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${METAL_DIR}/BlendStateMTL.mm
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@@ -159,8 +139,6 @@ endif()
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################################################################################
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if (DAWN_ENABLE_D3D12)
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GenerateProcTable(d3d12)
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# WIN10_SDK_PATH will be something like C:\Program Files (x86)\Windows Kits\10
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get_filename_component(WIN10_SDK_PATH "[HKEY_LOCAL_MACHINE\\SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0;InstallationFolder]" ABSOLUTE CACHE)
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@@ -216,9 +194,8 @@ if (DAWN_ENABLE_D3D12)
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list(APPEND D3D12_LIBRARIES ${DXGUID_LIBRARY})
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endif()
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list(APPEND DAWN_NATIVE_DEPS d3d12_autogen ${D3D12_LIBRARIES})
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target_include_directories(d3d12_autogen SYSTEM PUBLIC ${D3D12_INCLUDE_DIR} ${DXGI_INCLUDE_DIR})
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list(APPEND DAWN_NATIVE_DEPS ${D3D12_LIBRARIES})
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list(APPEND DAWN_NATIVE_INCLUDE_DIRS ${D3D12_INCLUDE_DIR} ${DXGI_INCLUDE_DIR})
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list(APPEND DAWN_NATIVE_SOURCES
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${D3D12_DIR}/d3d12_platform.h
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${D3D12_DIR}/BindGroupD3D12.cpp
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@@ -277,10 +254,7 @@ endif()
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################################################################################
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if (DAWN_ENABLE_VULKAN)
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GenerateProcTable(vulkan)
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list(APPEND DAWN_NATIVE_DEPS vulkan_autogen)
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target_include_directories(vulkan_autogen PUBLIC ${VULKAN_HEADERS_INCLUDE_DIR})
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list(APPEND DAWN_NATIVE_INCLUDE_DIRS ${VULKAN_HEADERS_INCLUDE_DIR})
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list(APPEND DAWN_NATIVE_SOURCES
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${VULKAN_DIR}/BindGroupVk.cpp
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${VULKAN_DIR}/BindGroupVk.h
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@@ -28,8 +28,15 @@ namespace dawn_native {
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return mDevice;
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}
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MaybeError QueueBase::ValidateSubmitCommand(CommandBufferBase*) {
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// TODO(cwallez@chromium.org): Validate resources referenced by command buffers can be used
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void QueueBase::Submit(uint32_t numCommands, CommandBufferBase* const* commands) {
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if (mDevice->ConsumedError(ValidateSubmit(numCommands, commands))) {
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return;
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}
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SubmitImpl(numCommands, commands);
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}
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MaybeError QueueBase::ValidateSubmit(uint32_t, CommandBufferBase* const*) {
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return {};
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}
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@@ -30,19 +30,13 @@ namespace dawn_native {
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DeviceBase* GetDevice();
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template <typename T>
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MaybeError ValidateSubmit(uint32_t numCommands, T* const* commands) {
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static_assert(std::is_base_of<CommandBufferBase, T>::value,
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"invalid command buffer type");
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for (uint32_t i = 0; i < numCommands; ++i) {
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DAWN_TRY(ValidateSubmitCommand(commands[i]));
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}
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return {};
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}
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// Dawn API
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void Submit(uint32_t numCommands, CommandBufferBase* const* commands);
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private:
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MaybeError ValidateSubmitCommand(CommandBufferBase* command);
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virtual void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) = 0;
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MaybeError ValidateSubmit(uint32_t numCommands, CommandBufferBase* const* commands);
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DeviceBase* mDevice;
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};
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@@ -39,14 +39,15 @@
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#include "dawn_native/d3d12/SwapChainD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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namespace dawn_native { namespace d3d12 {
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namespace dawn_native {
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dawnProcTable GetProcs();
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} // namespace dawn_native
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dawnProcTable GetNonValidatingProcs();
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dawnProcTable GetValidatingProcs();
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namespace dawn_native { namespace d3d12 {
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void Init(dawnProcTable* procs, dawnDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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*procs = GetProcs();
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*device = reinterpret_cast<dawnDevice>(new Device());
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}
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@@ -1,31 +0,0 @@
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// Copyright 2017 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/d3d12/BindGroupD3D12.h"
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#include "dawn_native/d3d12/BindGroupLayoutD3D12.h"
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#include "dawn_native/d3d12/BlendStateD3D12.h"
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#include "dawn_native/d3d12/BufferD3D12.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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#include "dawn_native/d3d12/DepthStencilStateD3D12.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/InputStateD3D12.h"
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#include "dawn_native/d3d12/PipelineLayoutD3D12.h"
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#include "dawn_native/d3d12/QueueD3D12.h"
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#include "dawn_native/d3d12/RenderPassDescriptorD3D12.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/ShaderModuleD3D12.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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@@ -22,14 +22,14 @@ namespace dawn_native { namespace d3d12 {
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Queue::Queue(Device* device) : QueueBase(device) {
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}
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void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
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void Queue::SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) {
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Device* device = ToBackend(GetDevice());
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device->Tick();
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device->OpenCommandList(&mCommandList);
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for (uint32_t i = 0; i < numCommands; ++i) {
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commands[i]->RecordCommands(mCommandList);
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ToBackend(commands[i])->RecordCommands(mCommandList);
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}
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ASSERT_SUCCESS(mCommandList->Close());
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@@ -28,10 +28,9 @@ namespace dawn_native { namespace d3d12 {
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public:
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Queue(Device* device);
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// Dawn API
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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private:
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void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) override;
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ComPtr<ID3D12GraphicsCommandList> mCommandList;
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};
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@@ -35,14 +35,16 @@
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#include <unistd.h>
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namespace dawn_native {
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dawnProcTable GetProcs();
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} // namespace dawn_native
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namespace dawn_native { namespace metal {
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dawnProcTable GetNonValidatingProcs();
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dawnProcTable GetValidatingProcs();
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void Init(id<MTLDevice> metalDevice, dawnProcTable* procs, dawnDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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*procs = GetProcs();
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*device = reinterpret_cast<dawnDevice>(new Device(metalDevice));
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}
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@@ -1,31 +0,0 @@
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// Copyright 2017 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/BindGroup.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/RenderPassDescriptor.h"
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#include "dawn_native/metal/BlendStateMTL.h"
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#include "dawn_native/metal/BufferMTL.h"
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#include "dawn_native/metal/CommandBufferMTL.h"
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#include "dawn_native/metal/ComputePipelineMTL.h"
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#include "dawn_native/metal/DepthStencilStateMTL.h"
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#include "dawn_native/metal/DeviceMTL.h"
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#include "dawn_native/metal/InputStateMTL.h"
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#include "dawn_native/metal/PipelineLayoutMTL.h"
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#include "dawn_native/metal/QueueMTL.h"
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#include "dawn_native/metal/RenderPipelineMTL.h"
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#include "dawn_native/metal/SamplerMTL.h"
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#include "dawn_native/metal/ShaderModuleMTL.h"
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#include "dawn_native/metal/SwapChainMTL.h"
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#include "dawn_native/metal/TextureMTL.h"
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@@ -26,8 +26,8 @@ namespace dawn_native { namespace metal {
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public:
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Queue(Device* device);
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// Dawn API
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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private:
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void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) override;
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};
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}} // namespace dawn_native::metal
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@@ -22,13 +22,13 @@ namespace dawn_native { namespace metal {
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Queue::Queue(Device* device) : QueueBase(device) {
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}
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void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
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void Queue::SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) {
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Device* device = ToBackend(GetDevice());
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device->Tick();
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id<MTLCommandBuffer> commandBuffer = device->GetPendingCommandBuffer();
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for (uint32_t i = 0; i < numCommands; ++i) {
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commands[i]->FillCommands(commandBuffer);
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ToBackend(commands[i])->FillCommands(commandBuffer);
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}
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device->SubmitPendingCommandBuffer();
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@@ -1,15 +0,0 @@
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// Copyright 2017 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/null/NullBackend.h"
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@@ -19,13 +19,14 @@
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#include <spirv-cross/spirv_cross.hpp>
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namespace dawn_native {
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dawnProcTable GetProcs();
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} // namespace dawn_native
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namespace dawn_native { namespace null {
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dawnProcTable GetNonValidatingProcs();
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dawnProcTable GetValidatingProcs();
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void Init(dawnProcTable* procs, dawnDevice* device) {
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*procs = GetValidatingProcs();
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*procs = GetProcs();
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*device = reinterpret_cast<dawnDevice>(new Device);
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}
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@@ -189,7 +190,7 @@ namespace dawn_native { namespace null {
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Queue::~Queue() {
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}
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void Queue::Submit(uint32_t, CommandBuffer* const*) {
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void Queue::SubmitImpl(uint32_t, CommandBufferBase* const*) {
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auto operations = ToBackend(GetDevice())->AcquirePendingOperations();
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for (auto& operation : operations) {
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@@ -159,8 +159,8 @@ namespace dawn_native { namespace null {
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Queue(Device* device);
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~Queue();
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// Dawn API
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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private:
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void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) override;
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};
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class SwapChain : public SwapChainBase {
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@@ -32,16 +32,18 @@
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#include "dawn_native/opengl/SwapChainGL.h"
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#include "dawn_native/opengl/TextureGL.h"
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namespace dawn_native {
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dawnProcTable GetProcs();
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} // namespace dawn_native
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namespace dawn_native { namespace opengl {
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dawnProcTable GetNonValidatingProcs();
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dawnProcTable GetValidatingProcs();
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void Init(void* (*getProc)(const char*), dawnProcTable* procs, dawnDevice* device) {
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*device = nullptr;
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gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc));
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*procs = GetValidatingProcs();
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*procs = GetProcs();
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*device = reinterpret_cast<dawnDevice>(new Device);
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glEnable(GL_DEPTH_TEST);
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@@ -1,32 +0,0 @@
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// Copyright 2017 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.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
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// http://www.apache.org/licenses/LICENSE-2.0
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//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
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|
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#include "dawn_native/BindGroup.h"
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#include "dawn_native/BindGroupLayout.h"
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#include "dawn_native/RenderPassDescriptor.h"
|
||||
#include "dawn_native/opengl/BlendStateGL.h"
|
||||
#include "dawn_native/opengl/BufferGL.h"
|
||||
#include "dawn_native/opengl/CommandBufferGL.h"
|
||||
#include "dawn_native/opengl/ComputePipelineGL.h"
|
||||
#include "dawn_native/opengl/DepthStencilStateGL.h"
|
||||
#include "dawn_native/opengl/DeviceGL.h"
|
||||
#include "dawn_native/opengl/InputStateGL.h"
|
||||
#include "dawn_native/opengl/PersistentPipelineStateGL.h"
|
||||
#include "dawn_native/opengl/PipelineLayoutGL.h"
|
||||
#include "dawn_native/opengl/QueueGL.h"
|
||||
#include "dawn_native/opengl/RenderPipelineGL.h"
|
||||
#include "dawn_native/opengl/SamplerGL.h"
|
||||
#include "dawn_native/opengl/ShaderModuleGL.h"
|
||||
#include "dawn_native/opengl/SwapChainGL.h"
|
||||
#include "dawn_native/opengl/TextureGL.h"
|
||||
@@ -22,9 +22,9 @@ namespace dawn_native { namespace opengl {
|
||||
Queue::Queue(Device* device) : QueueBase(device) {
|
||||
}
|
||||
|
||||
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
|
||||
void Queue::SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) {
|
||||
for (uint32_t i = 0; i < numCommands; ++i) {
|
||||
commands[i]->Execute();
|
||||
ToBackend(commands[i])->Execute();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -26,8 +26,8 @@ namespace dawn_native { namespace opengl {
|
||||
public:
|
||||
Queue(Device* device);
|
||||
|
||||
// Dawn API
|
||||
void Submit(uint32_t numCommands, CommandBuffer* const* commands);
|
||||
private:
|
||||
void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) override;
|
||||
};
|
||||
|
||||
}} // namespace dawn_native::opengl
|
||||
|
||||
@@ -51,15 +51,16 @@ const char kVulkanLibName[] = "vulkan-1.dll";
|
||||
# error "Unimplemented Vulkan backend platform"
|
||||
#endif
|
||||
|
||||
namespace dawn_native { namespace vulkan {
|
||||
namespace dawn_native {
|
||||
dawnProcTable GetProcs();
|
||||
} // namespace dawn_native
|
||||
|
||||
dawnProcTable GetNonValidatingProcs();
|
||||
dawnProcTable GetValidatingProcs();
|
||||
namespace dawn_native { namespace vulkan {
|
||||
|
||||
void Init(dawnProcTable* procs,
|
||||
dawnDevice* device,
|
||||
const std::vector<const char*>& requiredInstanceExtensions) {
|
||||
*procs = GetValidatingProcs();
|
||||
*procs = GetProcs();
|
||||
*device = reinterpret_cast<dawnDevice>(new Device(requiredInstanceExtensions));
|
||||
}
|
||||
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
// Copyright 2017 The Dawn Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#include "dawn_native/vulkan/BindGroupLayoutVk.h"
|
||||
#include "dawn_native/vulkan/BindGroupVk.h"
|
||||
#include "dawn_native/vulkan/BlendStateVk.h"
|
||||
#include "dawn_native/vulkan/BufferVk.h"
|
||||
#include "dawn_native/vulkan/CommandBufferVk.h"
|
||||
#include "dawn_native/vulkan/ComputePipelineVk.h"
|
||||
#include "dawn_native/vulkan/DepthStencilStateVk.h"
|
||||
#include "dawn_native/vulkan/DeviceVk.h"
|
||||
#include "dawn_native/vulkan/InputStateVk.h"
|
||||
#include "dawn_native/vulkan/PipelineLayoutVk.h"
|
||||
#include "dawn_native/vulkan/QueueVk.h"
|
||||
#include "dawn_native/vulkan/RenderPassDescriptorVk.h"
|
||||
#include "dawn_native/vulkan/RenderPipelineVk.h"
|
||||
#include "dawn_native/vulkan/SamplerVk.h"
|
||||
#include "dawn_native/vulkan/ShaderModuleVk.h"
|
||||
#include "dawn_native/vulkan/SwapChainVk.h"
|
||||
#include "dawn_native/vulkan/TextureVk.h"
|
||||
@@ -25,12 +25,12 @@ namespace dawn_native { namespace vulkan {
|
||||
Queue::~Queue() {
|
||||
}
|
||||
|
||||
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
|
||||
void Queue::SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) {
|
||||
Device* device = ToBackend(GetDevice());
|
||||
|
||||
VkCommandBuffer commandBuffer = device->GetPendingCommandBuffer();
|
||||
for (uint32_t i = 0; i < numCommands; ++i) {
|
||||
commands[i]->RecordCommands(commandBuffer);
|
||||
ToBackend(commands[i])->RecordCommands(commandBuffer);
|
||||
}
|
||||
|
||||
device->SubmitPendingCommands();
|
||||
|
||||
@@ -27,8 +27,8 @@ namespace dawn_native { namespace vulkan {
|
||||
Queue(Device* device);
|
||||
~Queue();
|
||||
|
||||
// Dawn API
|
||||
void Submit(uint32_t numCommands, CommandBuffer* const* commands);
|
||||
private:
|
||||
void SubmitImpl(uint32_t numCommands, CommandBufferBase* const* commands) override;
|
||||
};
|
||||
|
||||
}} // namespace dawn_native::vulkan
|
||||
|
||||
Reference in New Issue
Block a user