Linking against their .lib makes loading Dawn fail on systems that don't
have the DLLs. This happens for example on Windows7 that doesn't have
d3d12.dll. Instead we dynamically load functions pointers from these
DLLs at d3d12::Device startup.
Change-Id: I4d01a12d0f91bec45bf125450d2c08aaa9ff9fac
This patch introduces texture descriptor for texture creation instead
of texture builders.
This patch also adds "arrayLayer" to texture descriptor and removes
mDevice in TextureD3D12.
We still keep a dummy BufferBuilder object around so that it can be used
for the builder error callback tests of the wire.
Change-Id: If0c502bb8b62ee3ed61815e34e9b6ee6c03a65ef
This includes a bunch of fixes for clang warnings in Windows specific
code that was only compiled by MSVC previously. This also tidies up some
BUILD.gn issues on Windows.
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.
The interface exposed by libdawn_native is declared in the new headers
living in src/include/dawn_native so that they both the users and the
libraries use the DAWN_NATIVE_EXPORT macros.
The dawn.h and dawncpp.h structure definitions references dawnFoo or
dawn::Foo respectively when it should reference dawn_native::FooBase* in
dawn_native. Autogenerate files to declare the dawn_native version of
the structs and change the ProcTable generation to use it instead.
This is important to make libdawn_native a shared library because
currently it was depending on dawncpp's definition of .Get().