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An abstract base class (Device::Context) is used to avoid adding dependencies to Device, with ContextEGL derived from it. This also leaves open the possibility of supporting other native GL contexts in the future (e.g., glX). One temporary EGLContext is created by opengl::Backend during Adapter discovery, then one is created for and owned by each Device. Contexts for the desktop GL backend are also managed via EGL, which works for most modern drivers. This also means that GLFW is now always used in GLFW_NO_API mode. Since contexts are now per-device, all of the default GL state setting and debug output setup was moved from Adapter to Device. Bug: dawn:810 Change-Id: Idfe30939f155d026fcad549787fc167cc43aa3cb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/93981 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
// Copyright 2020 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_UTILS_GLFWUTILS_H_
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#define SRC_DAWN_UTILS_GLFWUTILS_H_
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#include <memory>
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#include "dawn/webgpu_cpp.h"
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struct GLFWwindow;
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namespace utils {
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// Does the necessary setup on the GLFWwindow to allow creating a wgpu::Surface with it and
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// calls `instance.CreateSurface` with the correct descriptor for this window.
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// Returns a null wgpu::Surface on failure.
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wgpu::Surface CreateSurfaceForWindow(const wgpu::Instance& instance, GLFWwindow* window);
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// Use for testing only. Does everything that CreateSurfaceForWindow does except the call to
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// CreateSurface. Useful to be able to modify the descriptor for testing, or when trying to
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// avoid using the global proc table.
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std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptor(GLFWwindow* window);
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} // namespace utils
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#endif // SRC_DAWN_UTILS_GLFWUTILS_H_
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