mirror of
https://github.com/encounter/dawn-cmake.git
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We are changing all object creation to use descriptors but there is no creation argument to pass for queue, so instead Device::CreateQueue takes no argument.
190 lines
6.8 KiB
C++
190 lines
6.8 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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#ifndef BACKEND_NULL_NULLBACKEND_H_
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#define BACKEND_NULL_NULLBACKEND_H_
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#include "nxt/nxtcpp.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/Device.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/RenderPassDescriptor.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 "backend/ToBackend.h"
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namespace backend { namespace null {
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using BindGroup = BindGroupBase;
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using BindGroupLayout = BindGroupLayoutBase;
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using BlendState = BlendStateBase;
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class Buffer;
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using BufferView = BufferViewBase;
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class CommandBuffer;
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using ComputePipeline = ComputePipelineBase;
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using DepthStencilState = DepthStencilStateBase;
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class Device;
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using InputState = InputStateBase;
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using PipelineLayout = PipelineLayoutBase;
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class Queue;
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using RenderPassDescriptor = RenderPassDescriptorBase;
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using RenderPipeline = RenderPipelineBase;
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using Sampler = SamplerBase;
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using ShaderModule = ShaderModuleBase;
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class SwapChain;
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class Texture;
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using TextureView = TextureViewBase;
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struct NullBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
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return ToBackendBase<NullBackendTraits>(common);
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}
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struct PendingOperation {
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virtual ~PendingOperation() = default;
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virtual void Execute() = 0;
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};
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class Device : public DeviceBase {
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public:
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Device();
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~Device();
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
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BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
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BufferBase* CreateBuffer(BufferBuilder* builder) override;
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BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
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DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
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RenderPassDescriptorBase* CreateRenderPassDescriptor(
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RenderPassDescriptorBuilder* builder) override;
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RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
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ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
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SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
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TextureBase* CreateTexture(TextureBuilder* builder) override;
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TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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void TickImpl() override;
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void AddPendingOperation(std::unique_ptr<PendingOperation> operation);
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std::vector<std::unique_ptr<PendingOperation>> AcquirePendingOperations();
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private:
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ResultOrError<QueueBase*> CreateQueueImpl() override;
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ResultOrError<SamplerBase*> CreateSamplerImpl(
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const nxt::SamplerDescriptor* descriptor) override;
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std::vector<std::unique_ptr<PendingOperation>> mPendingOperations;
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};
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class Buffer : public BufferBase {
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public:
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Buffer(BufferBuilder* builder);
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~Buffer();
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void MapReadOperationCompleted(uint32_t serial, void* ptr, bool isWrite);
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private:
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void SetSubDataImpl(uint32_t start, uint32_t count, const uint8_t* data) override;
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void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
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void MapWriteAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
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void UnmapImpl() override;
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void TransitionUsageImpl(nxt::BufferUsageBit currentUsage,
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nxt::BufferUsageBit targetUsage) override;
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void MapAsyncImplCommon(uint32_t serial, uint32_t start, uint32_t count, bool isWrite);
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std::unique_ptr<char[]> mBackingData;
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};
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(CommandBufferBuilder* builder);
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~CommandBuffer();
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void Execute();
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private:
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CommandIterator mCommands;
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device);
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~Queue();
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// NXT API
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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};
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class Texture : public TextureBase {
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public:
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Texture(TextureBuilder* builder);
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~Texture();
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void TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
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nxt::TextureUsageBit targetUsage) override;
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};
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class SwapChain : public SwapChainBase {
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public:
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SwapChain(SwapChainBuilder* builder);
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~SwapChain();
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protected:
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TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
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};
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}} // namespace backend::null
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#endif // BACKEND_NULL_NULLBACKEND_H_
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