dawn-cmake/src/dawn_native/metal/ShaderModuleMTL.h
Corentin Wallez 0055d95fa7 Metal: Wrap NS classes and protocols in NSRef.
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>
2020-11-16 23:07:56 +00:00

60 lines
1.9 KiB
Objective-C

// 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.
#ifndef DAWNNATIVE_METAL_SHADERMODULEMTL_H_
#define DAWNNATIVE_METAL_SHADERMODULEMTL_H_
#include "dawn_native/ShaderModule.h"
#include "common/NSRef.h"
#include "dawn_native/Error.h"
#import <Metal/Metal.h>
namespace spirv_cross {
class CompilerMSL;
}
namespace dawn_native { namespace metal {
class Device;
class PipelineLayout;
class RenderPipeline;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<ShaderModule*> Create(Device* device,
const ShaderModuleDescriptor* descriptor);
struct MetalFunctionData {
NSPRef<id<MTLFunction>> function;
bool needsStorageBufferLength;
};
MaybeError CreateFunction(const char* entryPointName,
SingleShaderStage stage,
const PipelineLayout* layout,
MetalFunctionData* out,
uint32_t sampleMask = 0xFFFFFFFF,
const RenderPipeline* renderPipeline = nullptr);
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
MaybeError Initialize();
};
}} // namespace dawn_native::metal
#endif // DAWNNATIVE_METAL_SHADERMODULEMTL_H_