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This CL updates the clang format files to have a single shared format between Dawn and Tint. The major changes are tabs are 4 spaces, lines are 100 columns and namespaces are not indented. Bug: dawn:1339 Change-Id: I4208742c95643998d9fd14e77a9cc558071ded39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87603 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
58 lines
2.2 KiB
C++
58 lines
2.2 KiB
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 SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_
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#define SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_
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#include "dawn/native/CommandBuffer.h"
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#include "dawn/native/Error.h"
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namespace dawn::native {
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struct BeginRenderPassCmd;
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} // namespace dawn::native
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namespace dawn::native::d3d12 {
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class BindGroupStateTracker;
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class CommandRecordingContext;
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class RenderPassBuilder;
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class CommandBuffer final : public CommandBufferBase {
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public:
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static Ref<CommandBuffer> Create(CommandEncoder* encoder,
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const CommandBufferDescriptor* descriptor);
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MaybeError RecordCommands(CommandRecordingContext* commandContext);
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private:
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CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);
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MaybeError RecordComputePass(CommandRecordingContext* commandContext,
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BindGroupStateTracker* bindingTracker,
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const ComputePassResourceUsage& resourceUsages);
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MaybeError RecordRenderPass(CommandRecordingContext* commandContext,
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BindGroupStateTracker* bindingTracker,
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BeginRenderPassCmd* renderPass,
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bool passHasUAV);
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MaybeError SetupRenderPass(CommandRecordingContext* commandContext,
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BeginRenderPassCmd* renderPass,
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RenderPassBuilder* renderPassBuilder);
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void EmulateBeginRenderPass(CommandRecordingContext* commandContext,
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const RenderPassBuilder* renderPassBuilder) const;
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};
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} // namespace dawn::native::d3d12
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#endif // SRC_DAWN_NATIVE_D3D12_COMMANDBUFFERD3D12_H_
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