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// Copyright 2017 The Dawn 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.
#ifndef DAWNNATIVE_NULL_DEVICENULL_H_
#define DAWNNATIVE_NULL_DEVICENULL_H_
#include "dawn_native/BindGroup.h"
#include "dawn_native/BindGroupLayout.h"
#include "dawn_native/Buffer.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/CommandEncoder.h"
#include "dawn_native/ComputePipeline.h"
#include "dawn_native/Device.h"
#include "dawn_native/InputState.h"
#include "dawn_native/PipelineLayout.h"
#include "dawn_native/Queue.h"
#include "dawn_native/RenderPipeline.h"
#include "dawn_native/RingBuffer.h"
#include "dawn_native/Sampler.h"
#include "dawn_native/ShaderModule.h"
#include "dawn_native/StagingBuffer.h"
#include "dawn_native/SwapChain.h"
#include "dawn_native/Texture.h"
#include "dawn_native/ToBackend.h"
#include "dawn_native/dawn_platform.h"
namespace dawn_native { namespace null {
class Adapter;
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
class Buffer;
class CommandBuffer;
using ComputePipeline = ComputePipelineBase;
class Device;
using InputState = InputStateBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPipeline = RenderPipelineBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
class SwapChain;
using Texture = TextureBase;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using AdapterType = Adapter;
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DeviceType = Device;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
struct PendingOperation {
virtual ~PendingOperation() = default;
virtual void Execute() = 0;
};
class Device : public DeviceBase {
public:
Device(Adapter* adapter);
~Device();
CommandBufferBase* CreateCommandBuffer(CommandEncoderBase* encoder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
Serial GetCompletedCommandSerial() const final override;
Serial GetLastSubmittedCommandSerial() const final override;
Serial GetPendingCommandSerial() const override;
void TickImpl() override;
void AddPendingOperation(std::unique_ptr<PendingOperation> operation);
void SubmitPendingOperations();
ResultOrError<std::unique_ptr<StagingBufferBase>> CreateStagingBuffer(size_t size) override;
MaybeError CopyFromStagingToBuffer(StagingBufferBase* source,
uint32_t sourceOffset,
BufferBase* destination,
uint32_t destinationOffset,
uint32_t size) override;
private:
ResultOrError<BindGroupBase*> CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) override;
ResultOrError<BindGroupLayoutBase*> CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) override;
ResultOrError<BufferBase*> CreateBufferImpl(const BufferDescriptor* descriptor) override;
ResultOrError<ComputePipelineBase*> CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) override;
ResultOrError<PipelineLayoutBase*> CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) override;
ResultOrError<QueueBase*> CreateQueueImpl() override;
ResultOrError<RenderPipelineBase*> CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) override;
ResultOrError<SamplerBase*> CreateSamplerImpl(const SamplerDescriptor* descriptor) override;
ResultOrError<ShaderModuleBase*> CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) override;
ResultOrError<SwapChainBase*> CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) override;
ResultOrError<TextureBase*> CreateTextureImpl(const TextureDescriptor* descriptor) override;
ResultOrError<TextureViewBase*> CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) override;
Serial mCompletedSerial = 0;
Serial mLastSubmittedSerial = 0;
std::vector<std::unique_ptr<PendingOperation>> mPendingOperations;
};
class Buffer : public BufferBase {
public:
Buffer(Device* device, const BufferDescriptor* descriptor);
~Buffer();
void MapReadOperationCompleted(uint32_t serial, void* ptr, bool isWrite);
private:
MaybeError SetSubDataImpl(uint32_t start, uint32_t count, const uint8_t* data) override;
void MapReadAsyncImpl(uint32_t serial) override;
void MapWriteAsyncImpl(uint32_t serial) override;
void UnmapImpl() override;
void MapAsyncImplCommon(uint32_t serial, bool isWrite);
std::unique_ptr<char[]> mBackingData;
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(Device* device, CommandEncoderBase* encoder);
~CommandBuffer();
private:
CommandIterator mCommands;
};
class Queue : public QueueBase {
public:
Queue(Device* device);
~Queue();
private:
void SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override;
};
class SwapChain : public SwapChainBase {
public:
SwapChain(Device* device, const SwapChainDescriptor* descriptor);
~SwapChain();
protected:
TextureBase* GetNextTextureImpl(const TextureDescriptor* descriptor) override;
void OnBeforePresent(TextureBase*) override;
};
class NativeSwapChainImpl {
public:
using WSIContext = struct {};
void Init(WSIContext* context);
DawnSwapChainError Configure(DawnTextureFormat format,
DawnTextureUsageBit,
uint32_t width,
uint32_t height);
DawnSwapChainError GetNextTexture(DawnSwapChainNextTexture* nextTexture);
DawnSwapChainError Present();
dawn::TextureFormat GetPreferredFormat() const;
};
class StagingBuffer : public StagingBufferBase {
public:
StagingBuffer(size_t size, Device* device);
MaybeError Initialize() override;
private:
std::unique_ptr<uint8_t[]> mBuffer;
};
}} // namespace dawn_native::null
#endif // DAWNNATIVE_NULL_DEVICENULL_H_