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This removes the CommandBufferBuilder and copies all the logic into CommandEncoderBase instead. No changes were done to the logic except for the implementation of CommandEncoderBase::HandleError and Finish. BUG=dawn:8 Change-Id: I7b6f44c3cf501477422f067bd277cef470073860 Reviewed-on: https://dawn-review.googlesource.com/c/4820 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
46 lines
1.3 KiB
C++
46 lines
1.3 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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#ifndef DAWNNATIVE_OPENGL_COMMANDBUFFERGL_H_
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#define DAWNNATIVE_OPENGL_COMMANDBUFFERGL_H_
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#include "dawn_native/CommandAllocator.h"
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#include "dawn_native/CommandBuffer.h"
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namespace dawn_native {
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struct BeginRenderPassCmd;
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} // namespace dawn_native
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namespace dawn_native { namespace opengl {
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class Device;
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(Device* device, CommandEncoderBase* encoder);
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~CommandBuffer();
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void Execute();
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private:
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void ExecuteComputePass();
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void ExecuteRenderPass(BeginRenderPassCmd* renderPass);
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CommandIterator mCommands;
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};
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}} // namespace dawn_native::opengl
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#endif // DAWNNATIVE_OPENGL_COMMANDBUFFERGL_H_
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