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// Copyright 2023 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 <game-activity/native_app_glue/android_native_app_glue.h>
#include "../../../../../utils/SampleUtils.h"
#ifndef APP_SRC_MAIN_CPP2_RENDERER_H_
#define APP_SRC_MAIN_CPP2_RENDERER_H_
class RendererC {
public:
WGPUDevice device;
WGPUSwapChain swapChain;
WGPURenderPipeline pipeline;
WGPUQueue queue;
WGPUInstance instance;
WGPUInstanceDescriptor desc;
wgpu::SurfaceDescriptorFromAndroidNativeWindow androidDesc;
bool deviceInitialised;
explicit RendererC(android_app* mApp) {
deviceInitialised = false;
androidDesc.window = mApp->window;
androidDesc.sType = wgpu::SType::SurfaceDescriptorFromAndroidNativeWindow;
}
void Init();
void Frame();
void GameLoop();
};
#endif // APP_SRC_MAIN_CPP2_RENDERER_H_