| // Copyright 2017 The NXT Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "backend/opengl/OpenGLBackend.h" |
| |
| #include "backend/opengl/BlendStateGL.h" |
| #include "backend/opengl/BufferGL.h" |
| #include "backend/opengl/CommandBufferGL.h" |
| #include "backend/opengl/ComputePipelineGL.h" |
| #include "backend/opengl/DepthStencilStateGL.h" |
| #include "backend/opengl/InputStateGL.h" |
| #include "backend/opengl/PipelineLayoutGL.h" |
| #include "backend/opengl/RenderPipelineGL.h" |
| #include "backend/opengl/ShaderModuleGL.h" |
| #include "backend/opengl/SwapChainGL.h" |
| #include "backend/opengl/SamplerGL.h" |
| #include "backend/opengl/TextureGL.h" |
| |
| namespace backend { |
| namespace opengl { |
| nxtProcTable GetNonValidatingProcs(); |
| nxtProcTable GetValidatingProcs(); |
| |
| void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device) { |
| *device = nullptr; |
| |
| gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc)); |
| |
| *procs = GetValidatingProcs(); |
| *device = reinterpret_cast<nxtDevice>(new Device); |
| |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); |
| } |
| |
| // Device |
| |
| BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) { |
| return new BindGroup(builder); |
| } |
| BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) { |
| return new BindGroupLayout(builder); |
| } |
| BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) { |
| return new BlendState(builder); |
| } |
| BufferBase* Device::CreateBuffer(BufferBuilder* builder) { |
| return new Buffer(builder); |
| } |
| BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) { |
| return new BufferView(builder); |
| } |
| CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) { |
| return new CommandBuffer(builder); |
| } |
| ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) { |
| return new ComputePipeline(builder); |
| } |
| DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) { |
| return new DepthStencilState(builder); |
| } |
| InputStateBase* Device::CreateInputState(InputStateBuilder* builder) { |
| return new InputState(builder); |
| } |
| FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) { |
| return new Framebuffer(builder); |
| } |
| PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) { |
| return new PipelineLayout(builder); |
| } |
| QueueBase* Device::CreateQueue(QueueBuilder* builder) { |
| return new Queue(builder); |
| } |
| RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) { |
| return new RenderPass(builder); |
| } |
| RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) { |
| return new RenderPipeline(builder); |
| } |
| SamplerBase* Device::CreateSampler(SamplerBuilder* builder) { |
| return new Sampler(builder); |
| } |
| ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) { |
| return new ShaderModule(builder); |
| } |
| SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) { |
| return new SwapChain(builder); |
| } |
| TextureBase* Device::CreateTexture(TextureBuilder* builder) { |
| return new Texture(builder); |
| } |
| TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) { |
| return new TextureView(builder); |
| } |
| |
| void Device::TickImpl() { |
| } |
| |
| // Bind Group |
| |
| BindGroup::BindGroup(BindGroupBuilder* builder) |
| : BindGroupBase(builder) { |
| } |
| |
| // Bind Group Layout |
| |
| BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder) |
| : BindGroupLayoutBase(builder) { |
| } |
| |
| // Framebuffer |
| |
| Framebuffer::Framebuffer(FramebufferBuilder* builder) |
| : FramebufferBase(builder) { |
| } |
| |
| // Queue |
| |
| Queue::Queue(QueueBuilder* builder) |
| : QueueBase(builder) { |
| } |
| |
| void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) { |
| for (uint32_t i = 0; i < numCommands; ++i) { |
| commands[i]->Execute(); |
| } |
| } |
| |
| // RenderPass |
| |
| RenderPass::RenderPass(RenderPassBuilder* builder) |
| : RenderPassBase(builder) { |
| } |
| |
| } |
| } |