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This is another step to implement webgpu.h swapchains, Surface is essentially a union type of all the types of windows that can be used to create swapchains. Changes to allow implementing wgpu::Surface and test its creation are: - Add GLFWUtils.cpp/.h/_metal.mm that contains helpers used to use WebGPU with GLFW. This deprecates BackendBinding.h that will be removed when the NXT swapchain is removed. - Add a `dawn_use_x11` GN variable to factor all the places in BUILD.gn where we checked whether we should use X11. - Add a `supports_glfw_for_windowing` GN variable in the main BUILD.gn file to control which configuration tests and samples using GLFW can be built. - Add a ObjCUtils.h to contain some ObjC functionality that we'd need in files that otherwise would be C++ (so that they can be compiled on all platforms). Bug: dawn:269 Change-Id: I25548142a1d1d1f05b0f4d71aa3bdc4698d19622 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/15081 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
98 lines
3.2 KiB
C++
98 lines
3.2 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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#include "utils/BackendBinding.h"
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#include "common/Compiler.h"
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#include "GLFW/glfw3.h"
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#if defined(DAWN_ENABLE_BACKEND_OPENGL)
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# include "dawn_native/OpenGLBackend.h"
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#endif // defined(DAWN_ENABLE_BACKEND_OPENGL)
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namespace utils {
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#if defined(DAWN_ENABLE_BACKEND_D3D12)
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BackendBinding* CreateD3D12Binding(GLFWwindow* window, WGPUDevice device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_METAL)
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BackendBinding* CreateMetalBinding(GLFWwindow* window, WGPUDevice device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_NULL)
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BackendBinding* CreateNullBinding(GLFWwindow* window, WGPUDevice device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_OPENGL)
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BackendBinding* CreateOpenGLBinding(GLFWwindow* window, WGPUDevice device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_VULKAN)
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BackendBinding* CreateVulkanBinding(GLFWwindow* window, WGPUDevice device);
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#endif
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BackendBinding::BackendBinding(GLFWwindow* window, WGPUDevice device)
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: mWindow(window), mDevice(device) {
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}
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void DiscoverAdapter(dawn_native::Instance* instance,
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GLFWwindow* window,
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wgpu::BackendType type) {
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DAWN_UNUSED(type);
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DAWN_UNUSED(window);
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if (type == wgpu::BackendType::OpenGL) {
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#if defined(DAWN_ENABLE_BACKEND_OPENGL)
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glfwMakeContextCurrent(window);
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dawn_native::opengl::AdapterDiscoveryOptions adapterOptions;
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adapterOptions.getProc = reinterpret_cast<void* (*)(const char*)>(glfwGetProcAddress);
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instance->DiscoverAdapters(&adapterOptions);
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#endif // defined(DAWN_ENABLE_BACKEND_OPENGL)
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} else {
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instance->DiscoverDefaultAdapters();
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}
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}
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BackendBinding* CreateBinding(wgpu::BackendType type, GLFWwindow* window, WGPUDevice device) {
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switch (type) {
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#if defined(DAWN_ENABLE_BACKEND_D3D12)
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case wgpu::BackendType::D3D12:
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return CreateD3D12Binding(window, device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_METAL)
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case wgpu::BackendType::Metal:
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return CreateMetalBinding(window, device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_NULL)
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case wgpu::BackendType::Null:
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return CreateNullBinding(window, device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_OPENGL)
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case wgpu::BackendType::OpenGL:
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return CreateOpenGLBinding(window, device);
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#endif
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#if defined(DAWN_ENABLE_BACKEND_VULKAN)
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case wgpu::BackendType::Vulkan:
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return CreateVulkanBinding(window, device);
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#endif
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default:
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return nullptr;
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}
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}
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} // namespace utils
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