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This is enough to get all of the sample apps running on a conformant ES 3.1 implementation, such as ANGLE/Vk or NVidia's OpenGL ES Linux driver. Implements a new opengl::AdapterDiscoveryOptionsES subclass to specify its creation at adapter discovery time. Adds a "-b opengles" command-line flag to the code samples. Asserts on a call to glShaderStorageBlockBinding() on ES. Works around missing indexed draw buffers support by asserting when a non-0 color attachment is specified. Works around missing glClearTexSubImage() by asserting. :/ These will likely require front-end validation. BUG=dawn:580 Change-Id: I4a4240ca695a22388c55073fd2aee0323cd4afc9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31000 Reviewed-by: Stephen White <senorblanco@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
106 lines
3.6 KiB
C++
106 lines
3.6 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 || type == wgpu::BackendType::OpenGLES) {
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#if defined(DAWN_ENABLE_BACKEND_OPENGL)
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glfwMakeContextCurrent(window);
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auto getProc = reinterpret_cast<void* (*)(const char*)>(glfwGetProcAddress);
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if (type == wgpu::BackendType::OpenGL) {
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dawn_native::opengl::AdapterDiscoveryOptions adapterOptions;
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adapterOptions.getProc = getProc;
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instance->DiscoverAdapters(&adapterOptions);
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} else {
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dawn_native::opengl::AdapterDiscoveryOptionsES adapterOptions;
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adapterOptions.getProc = getProc;
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instance->DiscoverAdapters(&adapterOptions);
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}
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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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case wgpu::BackendType::OpenGLES:
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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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