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This makes refcounting of these objects more automatic to try and prevent leaks or use-after-frees in the future. Also removes operator* from RefBase (and Ref) because it is never used and cannot work in a normal way for ObjectiveC protocols that cannot be dereferenced. Bug: dawn:89 Change-Id: I2e3fbfd638e2ba76d8c563f30bc489a384152552 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32161 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Stephen White <senorblanco@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
60 lines
1.9 KiB
Objective-C
60 lines
1.9 KiB
Objective-C
// 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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#ifndef DAWNNATIVE_METAL_SHADERMODULEMTL_H_
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#define DAWNNATIVE_METAL_SHADERMODULEMTL_H_
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#include "dawn_native/ShaderModule.h"
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#include "common/NSRef.h"
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#include "dawn_native/Error.h"
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#import <Metal/Metal.h>
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namespace spirv_cross {
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class CompilerMSL;
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}
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namespace dawn_native { namespace metal {
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class Device;
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class PipelineLayout;
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class RenderPipeline;
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class ShaderModule final : public ShaderModuleBase {
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public:
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static ResultOrError<ShaderModule*> Create(Device* device,
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const ShaderModuleDescriptor* descriptor);
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struct MetalFunctionData {
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NSPRef<id<MTLFunction>> function;
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bool needsStorageBufferLength;
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};
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MaybeError CreateFunction(const char* entryPointName,
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SingleShaderStage stage,
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const PipelineLayout* layout,
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MetalFunctionData* out,
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uint32_t sampleMask = 0xFFFFFFFF,
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const RenderPipeline* renderPipeline = nullptr);
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private:
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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~ShaderModule() override = default;
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MaybeError Initialize();
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};
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}} // namespace dawn_native::metal
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#endif // DAWNNATIVE_METAL_SHADERMODULEMTL_H_
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