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This factors code to move parsing of tint::ast::Module to the frontend. All backends will use this code path when UseTintGenerator is enabled for both SPIR-V and WGSL ingestion. To avoid too much code explosion, parsing and validating the shader is moved into ValidateShaderModuleDescriptor which returns a result struct that gets passed into creation. Bug: dawn:571 Change-Id: I598693ef36954fd0056a0744a2a0ebd7cc7d40a4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32301 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: dan sinclair <dsinclair@chromium.org>
46 lines
1.5 KiB
C++
46 lines
1.5 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_SHADERMODULEVK_H_
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#define DAWNNATIVE_VULKAN_SHADERMODULEVK_H_
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#include "dawn_native/ShaderModule.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 ShaderModule final : public ShaderModuleBase {
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public:
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static ResultOrError<ShaderModule*> Create(Device* device,
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const ShaderModuleDescriptor* descriptor,
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ShaderModuleParseResult* parseResult);
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VkShaderModule GetHandle() const;
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private:
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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~ShaderModule() override;
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MaybeError Initialize(ShaderModuleParseResult* parseResult);
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VkShaderModule mHandle = VK_NULL_HANDLE;
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_SHADERMODULEVK_H_
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