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This removes the duplication of the memory allocators in preparation for using sub-allocation in the Vulkan backend too. Also renames ResourceMemory to ResourceHeap and MemoryResourceAllocator to ResourceMemoryAllocator, and fixes a number of unused includes. BUG=dawn:27 Change-Id: I1a9e7d41e5efafa5192bda1d89dc06455fa2af40 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12660 Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
68 lines
2.1 KiB
C++
68 lines
2.1 KiB
C++
// Copyright 2018 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 DAWNNATIVE_VULKAN_FORWARD_H_
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#define DAWNNATIVE_VULKAN_FORWARD_H_
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#include "dawn_native/ToBackend.h"
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namespace dawn_native { namespace vulkan {
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class Adapter;
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class BindGroup;
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class BindGroupLayout;
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class Buffer;
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class CommandBuffer;
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class ComputePipeline;
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class Device;
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class PipelineLayout;
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class Queue;
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class RenderPipeline;
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class ResourceHeap;
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class Sampler;
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class ShaderModule;
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class StagingBuffer;
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class SwapChain;
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class Texture;
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class TextureView;
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struct VulkanBackendTraits {
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using AdapterType = Adapter;
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BufferType = Buffer;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DeviceType = Device;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPipelineType = RenderPipeline;
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using ResourceHeapType = ResourceHeap;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using StagingBufferType = StagingBuffer;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<VulkanBackendTraits>(common)) {
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return ToBackendBase<VulkanBackendTraits>(common);
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}
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_FORWARD_H_
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