mirror of
https://github.com/encounter/dawn-cmake.git
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163 lines
5.3 KiB
C++
163 lines
5.3 KiB
C++
// Copyright 2017 The NXT 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 "backend/Device.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/BlendState.h"
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#include "backend/Buffer.h"
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#include "backend/CommandBuffer.h"
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#include "backend/ComputePipeline.h"
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#include "backend/DepthStencilState.h"
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#include "backend/Framebuffer.h"
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#include "backend/InputState.h"
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#include "backend/PipelineLayout.h"
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#include "backend/Queue.h"
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#include "backend/RenderPass.h"
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#include "backend/RenderPipeline.h"
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#include "backend/Sampler.h"
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#include "backend/ShaderModule.h"
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#include "backend/SwapChain.h"
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#include "backend/Texture.h"
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#include <unordered_set>
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namespace backend {
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// DeviceBase::Caches
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// The caches are unordered_sets of pointers with special hash and compare functions
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// to compare the value of the objects, instead of the pointers.
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using BindGroupLayoutCache = std::unordered_set<BindGroupLayoutBase*, BindGroupLayoutCacheFuncs, BindGroupLayoutCacheFuncs>;
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struct DeviceBase::Caches {
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BindGroupLayoutCache bindGroupLayouts;
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};
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// DeviceBase
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DeviceBase::DeviceBase() {
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caches = new DeviceBase::Caches();
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}
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DeviceBase::~DeviceBase() {
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delete caches;
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}
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void DeviceBase::HandleError(const char* message) {
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if (errorCallback) {
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errorCallback(message, errorUserdata);
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}
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}
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void DeviceBase::SetErrorCallback(nxt::DeviceErrorCallback callback, nxt::CallbackUserdata userdata) {
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this->errorCallback = callback;
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this->errorUserdata = userdata;
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}
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DeviceBase* DeviceBase::GetDevice() {
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return this;
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}
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BindGroupLayoutBase* DeviceBase::GetOrCreateBindGroupLayout(const BindGroupLayoutBase* blueprint, BindGroupLayoutBuilder* builder) {
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// The blueprint is only used to search in the cache and is not modified. However cached
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// objects can be modified, and unordered_set cannot search for a const pointer in a non
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// const pointer set. That's why we do a const_cast here, but the blueprint won't be
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// modified.
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auto iter = caches->bindGroupLayouts.find(const_cast<BindGroupLayoutBase*>(blueprint));
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if (iter != caches->bindGroupLayouts.end()) {
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return *iter;
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}
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BindGroupLayoutBase* backendObj = CreateBindGroupLayout(builder);
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caches->bindGroupLayouts.insert(backendObj);
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return backendObj;
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}
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void DeviceBase::UncacheBindGroupLayout(BindGroupLayoutBase* obj) {
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caches->bindGroupLayouts.erase(obj);
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}
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BindGroupBuilder* DeviceBase::CreateBindGroupBuilder() {
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return new BindGroupBuilder(this);
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}
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BindGroupLayoutBuilder* DeviceBase::CreateBindGroupLayoutBuilder() {
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return new BindGroupLayoutBuilder(this);
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}
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BlendStateBuilder* DeviceBase::CreateBlendStateBuilder() {
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return new BlendStateBuilder(this);
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}
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BufferBuilder* DeviceBase::CreateBufferBuilder() {
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return new BufferBuilder(this);
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}
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CommandBufferBuilder* DeviceBase::CreateCommandBufferBuilder() {
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return new CommandBufferBuilder(this);
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}
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ComputePipelineBuilder* DeviceBase::CreateComputePipelineBuilder() {
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return new ComputePipelineBuilder(this);
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}
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DepthStencilStateBuilder* DeviceBase::CreateDepthStencilStateBuilder() {
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return new DepthStencilStateBuilder(this);
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}
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FramebufferBuilder* DeviceBase::CreateFramebufferBuilder() {
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return new FramebufferBuilder(this);
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}
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InputStateBuilder* DeviceBase::CreateInputStateBuilder() {
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return new InputStateBuilder(this);
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}
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PipelineLayoutBuilder* DeviceBase::CreatePipelineLayoutBuilder() {
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return new PipelineLayoutBuilder(this);
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}
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QueueBuilder* DeviceBase::CreateQueueBuilder() {
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return new QueueBuilder(this);
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}
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RenderPassBuilder* DeviceBase::CreateRenderPassBuilder() {
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return new RenderPassBuilder(this);
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}
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RenderPipelineBuilder* DeviceBase::CreateRenderPipelineBuilder() {
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return new RenderPipelineBuilder(this);
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}
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SamplerBuilder* DeviceBase::CreateSamplerBuilder() {
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return new SamplerBuilder(this);
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}
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ShaderModuleBuilder* DeviceBase::CreateShaderModuleBuilder() {
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return new ShaderModuleBuilder(this);
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}
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SwapChainBuilder* DeviceBase::CreateSwapChainBuilder() {
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return new SwapChainBuilder(this);
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}
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TextureBuilder* DeviceBase::CreateTextureBuilder() {
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return new TextureBuilder(this);
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}
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void DeviceBase::Tick() {
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TickImpl();
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}
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void DeviceBase::Reference() {
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ASSERT(refCount != 0);
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refCount++;
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}
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void DeviceBase::Release() {
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ASSERT(refCount != 0);
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refCount--;
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if (refCount == 0) {
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delete this;
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}
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}
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}
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