dawn-cmake/src/backend/null/NullBackend.h
Corentin Wallez b703def640 Add Device::CreateQueue() instead of the builder
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.
2018-06-18 13:33:40 -04:00

190 lines
6.8 KiB
C++

// Copyright 2017 The NXT 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 BACKEND_NULL_NULLBACKEND_H_
#define BACKEND_NULL_NULLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/BlendState.h"
#include "backend/Buffer.h"
#include "backend/CommandBuffer.h"
#include "backend/ComputePipeline.h"
#include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/InputState.h"
#include "backend/PipelineLayout.h"
#include "backend/Queue.h"
#include "backend/RenderPassDescriptor.h"
#include "backend/RenderPipeline.h"
#include "backend/Sampler.h"
#include "backend/ShaderModule.h"
#include "backend/SwapChain.h"
#include "backend/Texture.h"
#include "backend/ToBackend.h"
namespace backend { namespace null {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
using BlendState = BlendStateBase;
class Buffer;
using BufferView = BufferViewBase;
class CommandBuffer;
using ComputePipeline = ComputePipelineBase;
using DepthStencilState = DepthStencilStateBase;
class Device;
using InputState = InputStateBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPassDescriptor = RenderPassDescriptorBase;
using RenderPipeline = RenderPipelineBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
class SwapChain;
class Texture;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BlendStateType = BlendState;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DepthStencilStateType = DepthStencilState;
using DeviceType = Device;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassDescriptorType = RenderPassDescriptor;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
struct PendingOperation {
virtual ~PendingOperation() = default;
virtual void Execute() = 0;
};
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
RenderPassDescriptorBase* CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
void AddPendingOperation(std::unique_ptr<PendingOperation> operation);
std::vector<std::unique_ptr<PendingOperation>> AcquirePendingOperations();
private:
ResultOrError<QueueBase*> CreateQueueImpl() override;
ResultOrError<SamplerBase*> CreateSamplerImpl(
const nxt::SamplerDescriptor* descriptor) override;
std::vector<std::unique_ptr<PendingOperation>> mPendingOperations;
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
void MapReadOperationCompleted(uint32_t serial, void* ptr, bool isWrite);
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint8_t* data) override;
void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
void MapWriteAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
void UnmapImpl() override;
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage,
nxt::BufferUsageBit targetUsage) override;
void MapAsyncImplCommon(uint32_t serial, uint32_t start, uint32_t count, bool isWrite);
std::unique_ptr<char[]> mBackingData;
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(CommandBufferBuilder* builder);
~CommandBuffer();
void Execute();
private:
CommandIterator mCommands;
};
class Queue : public QueueBase {
public:
Queue(Device* device);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const* commands);
};
class Texture : public TextureBase {
public:
Texture(TextureBuilder* builder);
~Texture();
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
nxt::TextureUsageBit targetUsage) override;
};
class SwapChain : public SwapChainBase {
public:
SwapChain(SwapChainBuilder* builder);
~SwapChain();
protected:
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
};
}} // namespace backend::null
#endif // BACKEND_NULL_NULLBACKEND_H_