dawn-cmake/src/dawn_native/vulkan/ShaderModuleVk.h
Corentin Wallez 21744d0fb8 Make all backend::ShaderModule get SPIRV from the frontend
This will make it easier to support SPIRV as a chained sub-descriptor of
ShaderModuleDescriptor in follow-up CLs.

Also fix a couple style and formatting issues.

Bug: dawn:22
Change-Id: Iddaf1f87edee65687e17670b70024835918a0382
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19864
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2020-04-21 07:57:30 +00:00

45 lines
1.4 KiB
C++

// Copyright 2018 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_VULKAN_SHADERMODULEVK_H_
#define DAWNNATIVE_VULKAN_SHADERMODULEVK_H_
#include "dawn_native/ShaderModule.h"
#include "common/vulkan_platform.h"
#include "dawn_native/Error.h"
namespace dawn_native { namespace vulkan {
class Device;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<ShaderModule*> Create(Device* device,
const ShaderModuleDescriptor* descriptor);
VkShaderModule GetHandle() const;
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override;
MaybeError Initialize();
VkShaderModule mHandle = VK_NULL_HANDLE;
};
}} // namespace dawn_native::vulkan
#endif // DAWNNATIVE_VULKAN_SHADERMODULEVK_H_