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This move all the OpenGL-specific code for swapchain handling in a new NativeSwapChainImpl in the OpenGL backend so no code outside of dawn_native needs OpenGL. BUG=dawn:165 Change-Id: I3c0c1055e3215a59fdc8e9550baf30762a7014b5 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8161 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
56 lines
1.8 KiB
C++
56 lines
1.8 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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#include "utils/BackendBinding.h"
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#include "common/Assert.h"
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#include "common/Platform.h"
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#include "common/SwapChainUtils.h"
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#include "dawn/dawn_wsi.h"
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#include "dawn_native/OpenGLBackend.h"
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#include <cstdio>
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#include "GLFW/glfw3.h"
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namespace utils {
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class OpenGLBinding : public BackendBinding {
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public:
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OpenGLBinding(GLFWwindow* window, DawnDevice device) : BackendBinding(window, device) {
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}
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uint64_t GetSwapChainImplementation() override {
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if (mSwapchainImpl.userData == nullptr) {
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mSwapchainImpl = dawn_native::opengl::CreateNativeSwapChainImpl(
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mDevice,
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[](void* userdata) { glfwSwapBuffers(static_cast<GLFWwindow*>(userdata)); },
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mWindow);
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}
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return reinterpret_cast<uint64_t>(&mSwapchainImpl);
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}
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DawnTextureFormat GetPreferredSwapChainTextureFormat() override {
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return dawn_native::opengl::GetNativeSwapChainPreferredFormat(&mSwapchainImpl);
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}
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private:
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DawnSwapChainImplementation mSwapchainImpl = {};
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};
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BackendBinding* CreateOpenGLBinding(GLFWwindow* window, DawnDevice device) {
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return new OpenGLBinding(window, device);
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}
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} // namespace utils
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