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Making all textures represented by pointers is a problem for Vulkan where VkImage is a 64bit type and wouldn't fit in a pointer on 32bit builds. Make texture contain on of each useful type so that each backend can choose which one it wants to receive.
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright 2017 The NXT 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 "backend/opengl/SwapChainGL.h"
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#include "backend/Device.h"
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#include "backend/opengl/TextureGL.h"
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#include <nxt/nxt_wsi.h>
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namespace backend { namespace opengl {
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SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) {
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const auto& im = GetImplementation();
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im.Init(im.userData, nullptr);
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}
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SwapChain::~SwapChain() {
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}
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TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) {
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const auto& im = GetImplementation();
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nxtSwapChainNextTexture next = {};
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nxtSwapChainError error = im.GetNextTexture(im.userData, &next);
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if (error) {
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GetDevice()->HandleError(error);
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return nullptr;
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}
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GLuint nativeTexture = next.texture.u32;
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return new Texture(builder, nativeTexture);
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}
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}} // namespace backend::opengl
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