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Now the backends only expose the creation of devices. Getting the procs is moved to DawnNative that will over time more backend-agnostic APIs.
54 lines
1.4 KiB
C++
54 lines
1.4 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 UTILS_BACKENDBINDING_H_
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#define UTILS_BACKENDBINDING_H_
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#include <dawn/dawn_wsi.h>
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struct GLFWwindow;
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typedef struct dawnProcTable_s dawnProcTable;
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typedef struct dawnDeviceImpl* dawnDevice;
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namespace utils {
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enum class BackendType {
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D3D12,
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Metal,
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OpenGL,
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Null,
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Vulkan,
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};
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class BackendBinding {
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public:
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virtual ~BackendBinding() = default;
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virtual void SetupGLFWWindowHints() = 0;
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virtual dawnDevice CreateDevice() = 0;
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virtual uint64_t GetSwapChainImplementation() = 0;
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virtual dawnTextureFormat GetPreferredSwapChainTextureFormat() = 0;
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void SetWindow(GLFWwindow* window);
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protected:
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GLFWwindow* mWindow = nullptr;
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};
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BackendBinding* CreateBinding(BackendType type);
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} // namespace utils
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#endif // UTILS_BACKENDBINDING_H_
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