mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-16 00:17:03 +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
@@ -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.
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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/opengl/BlendStateGL.h"
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#include "dawn_native/opengl/BufferGL.h"
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#include "dawn_native/opengl/CommandBufferGL.h"
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#include "dawn_native/opengl/ComputePipelineGL.h"
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#include "dawn_native/opengl/DepthStencilStateGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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#include "dawn_native/opengl/InputStateGL.h"
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#include "dawn_native/opengl/PersistentPipelineStateGL.h"
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#include "dawn_native/opengl/PipelineLayoutGL.h"
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#include "dawn_native/opengl/QueueGL.h"
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#include "dawn_native/opengl/RenderPipelineGL.h"
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#include "dawn_native/opengl/SamplerGL.h"
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#include "dawn_native/opengl/ShaderModuleGL.h"
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#include "dawn_native/opengl/SwapChainGL.h"
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#include "dawn_native/opengl/TextureGL.h"
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@@ -22,9 +22,9 @@ namespace dawn_native { namespace opengl {
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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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for (uint32_t i = 0; i < numCommands; ++i) {
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commands[i]->Execute();
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ToBackend(commands[i])->Execute();
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}
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}
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@@ -26,8 +26,8 @@ namespace dawn_native { namespace opengl {
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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::opengl
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