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This makes all the regular WebGPU object creation handle errors properly in the Vulkan backend instead of ASSERTing no Vulkan error is raised. Static Create functions are added to all these types so that the details of how the initialization is done is private, and it isn't possible to construct an object but forget to initialize it. BUG=dawn:19 Change-Id: I362b2d66b74dd7799ffbf69d732bc58caa97950b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11861 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright 2018 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_VULKAN_PIPELINELAYOUTVK_H_
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#define DAWNNATIVE_VULKAN_PIPELINELAYOUTVK_H_
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#include "dawn_native/PipelineLayout.h"
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#include "common/vulkan_platform.h"
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#include "dawn_native/Error.h"
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namespace dawn_native { namespace vulkan {
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class Device;
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class PipelineLayout : public PipelineLayoutBase {
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public:
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static ResultOrError<PipelineLayout*> Create(Device* device,
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const PipelineLayoutDescriptor* descriptor);
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~PipelineLayout();
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VkPipelineLayout GetHandle() const;
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private:
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using PipelineLayoutBase::PipelineLayoutBase;
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MaybeError Initialize();
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VkPipelineLayout mHandle = VK_NULL_HANDLE;
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_PIPELINELAYOUTVK_H_
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