blob: ff42b0053896a34e071e3bc506e0292edee5b184 [file] [log] [blame]
/*
* Copyright (c) 2021 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#import "WebGPU.h"
#import <functional>
namespace WebGPU {
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandEncoder;
class ComputePipeline;
class PipelineLayout;
class QuerySet;
class RenderBundleEncoder;
class RenderPipeline;
class Sampler;
class ShaderModule;
class Surface;
class SwapChain;
class Texture;
class Queue;
class Device {
public:
BindGroup createBindGroup(const WGPUBindGroupDescriptor*);
BindGroupLayout createBindGroupLayout(const WGPUBindGroupLayoutDescriptor*);
Buffer createBuffer(const WGPUBufferDescriptor*);
CommandEncoder createCommandEncoder(const WGPUCommandEncoderDescriptor*);
ComputePipeline createComputePipeline(const WGPUComputePipelineDescriptor*);
void createComputePipelineAsync(const WGPUComputePipelineDescriptor*, std::function<void(WGPUCreatePipelineAsyncStatus, ComputePipeline&&, const char* message)>&& callback);
PipelineLayout createPipelineLayout(const WGPUPipelineLayoutDescriptor*);
QuerySet createQuerySet(const WGPUQuerySetDescriptor*);
RenderBundleEncoder createRenderBundleEncoder(const WGPURenderBundleEncoderDescriptor*);
RenderPipeline createRenderPipeline(const WGPURenderPipelineDescriptor*);
void createRenderPipelineAsync(const WGPURenderPipelineDescriptor*, std::function<void(WGPUCreatePipelineAsyncStatus, RenderPipeline&&, const char* message)>&& callback);
Sampler createSampler(const WGPUSamplerDescriptor*);
ShaderModule createShaderModule(const WGPUShaderModuleDescriptor*);
SwapChain createSwapChain(const Surface&, const WGPUSwapChainDescriptor*);
Texture createTexture(const WGPUTextureDescriptor*);
void destroy();
bool getLimits(WGPUSupportedLimits*);
Queue getQueue();
bool popErrorScope(std::function<void(WGPUErrorType, const char*)>&& callback);
void pushErrorScope(WGPUErrorFilter);
void setDeviceLostCallback(std::function<void(WGPUDeviceLostReason, const char*)>&&);
void setUncapturedErrorCallback(std::function<void(WGPUErrorType, const char*)>&&);
void setLabel(const char*);
};
} // namespace WebGPU
struct WGPUDeviceImpl {
WebGPU::Device device;
};