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// Copyright 2018 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.
#include "dawn_native/opengl/DeviceGL.h"
#include "dawn_native/BindGroup.h"
#include "dawn_native/BindGroupLayout.h"
#include "dawn_native/OpenGLBackend.h"
#include "dawn_native/RenderPassDescriptor.h"
#include "dawn_native/opengl/BlendStateGL.h"
#include "dawn_native/opengl/BufferGL.h"
#include "dawn_native/opengl/CommandBufferGL.h"
#include "dawn_native/opengl/ComputePipelineGL.h"
#include "dawn_native/opengl/DepthStencilStateGL.h"
#include "dawn_native/opengl/InputStateGL.h"
#include "dawn_native/opengl/PipelineLayoutGL.h"
#include "dawn_native/opengl/QueueGL.h"
#include "dawn_native/opengl/RenderPipelineGL.h"
#include "dawn_native/opengl/SamplerGL.h"
#include "dawn_native/opengl/ShaderModuleGL.h"
#include "dawn_native/opengl/SwapChainGL.h"
#include "dawn_native/opengl/TextureGL.h"
namespace dawn_native { namespace opengl {
dawnDevice CreateDevice(void* (*getProc)(const char*)) {
gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc));
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
return reinterpret_cast<dawnDevice>(new Device);
}
// Device
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(builder);
}
ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return new BindGroupLayout(this, descriptor);
}
BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) {
return new BlendState(builder);
}
ResultOrError<BufferBase*> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return new Buffer(this, descriptor);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(builder);
}
ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return new ComputePipeline(this, descriptor);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return new PipelineLayout(this, descriptor);
}
ResultOrError<QueueBase*> Device::CreateQueueImpl() {
return new Queue(this);
}
RenderPassDescriptorBase* Device::CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) {
return new RenderPassDescriptor(builder);
}
RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
return new RenderPipeline(builder);
}
ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return new Sampler(this, descriptor);
}
ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) {
return new ShaderModule(this, descriptor);
}
SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) {
return new SwapChain(builder);
}
ResultOrError<TextureBase*> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return new Texture(this, descriptor);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(builder);
}
void Device::TickImpl() {
}
}} // namespace dawn_native::opengl