dawn-cmake/include/dawn/dawn_wsi.h

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2.6 KiB
C++

// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWN_DAWN_WSI_H_
#define DAWN_DAWN_WSI_H_
#include <dawn/webgpu.h>
// Error message (or nullptr if there was no error)
typedef const char* DawnSwapChainError;
constexpr DawnSwapChainError DAWN_SWAP_CHAIN_NO_ERROR = nullptr;
typedef struct {
/// Backend-specific texture id/name/pointer
union {
void* ptr;
uint64_t u64;
uint32_t u32;
} texture;
} DawnSwapChainNextTexture;
typedef struct {
/// Initialize the swap chain implementation.
/// (*wsiContext) is one of DawnWSIContext{D3D12,Metal,GL}
void (*Init)(void* userData, void* wsiContext);
/// Destroy the swap chain implementation.
void (*Destroy)(void* userData);
/// Configure/reconfigure the swap chain.
DawnSwapChainError (*Configure)(void* userData,
WGPUTextureFormat format,
WGPUTextureUsage allowedUsage,
uint32_t width,
uint32_t height);
/// Acquire the next texture from the swap chain.
DawnSwapChainError (*GetNextTexture)(void* userData, DawnSwapChainNextTexture* nextTexture);
/// Present the last acquired texture to the screen.
DawnSwapChainError (*Present)(void* userData);
/// Each function is called with userData as its first argument.
void* userData;
/// For use by the D3D12 and Vulkan backends: how the swapchain will use the texture.
WGPUTextureUsage textureUsage;
} DawnSwapChainImplementation;
#if defined(DAWN_ENABLE_BACKEND_D3D12) && defined(__cplusplus)
struct DawnWSIContextD3D12 {
WGPUDevice device = nullptr;
};
#endif
#if defined(DAWN_ENABLE_BACKEND_METAL) && defined(__OBJC__)
# import <Metal/Metal.h>
struct DawnWSIContextMetal {
id<MTLDevice> device = nil;
id<MTLCommandQueue> queue = nil;
};
#endif
#ifdef DAWN_ENABLE_BACKEND_OPENGL
typedef struct {
} DawnWSIContextGL;
#endif
#ifdef DAWN_ENABLE_BACKEND_VULKAN
typedef struct {
} DawnWSIContextVulkan;
#endif
#endif // DAWN_DAWN_WSI_H