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RefCounted (and derived) destructors should be protected on the class to ensure the objects can ONLY be destructed by calling Release. This avoids errors cause by destroying objects out from under code which has an active reference count. Unfortunately, many of the 'base' classes must continue having public destructors because they are used as "blueprint" objects created on the stack. Added final on most-derived classes. Ideas for future improvement: - Change "base" objects to have protected destructors but create new blueprint objects that privately derive from base objects. This limits the blueprint object's usefulness to only be a blueprint. - Modify createX methods to return Ref<Object> instead of Object* Change-Id: I6f3b3b178118d135c4342cb912e982a3873d71af Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/18780 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
46 lines
1.4 KiB
C++
46 lines
1.4 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 final : public CommandBufferBase {
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public:
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CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);
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void Execute();
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private:
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~CommandBuffer() override;
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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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