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1 // Copyright 2017 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "utils/BackendBinding.h"
16 
17 #include "common/Assert.h"
18 #include "common/Platform.h"
19 #include "common/SwapChainUtils.h"
20 #include "dawn/dawn_wsi.h"
21 #include "dawn_native/OpenGLBackend.h"
22 
23 #include <cstdio>
24 #include "GLFW/glfw3.h"
25 
26 namespace utils {
27 
28     class OpenGLBinding : public BackendBinding {
29       public:
OpenGLBinding(GLFWwindow * window,WGPUDevice device)30         OpenGLBinding(GLFWwindow* window, WGPUDevice device) : BackendBinding(window, device) {
31         }
32 
GetSwapChainImplementation()33         uint64_t GetSwapChainImplementation() override {
34             if (mSwapchainImpl.userData == nullptr) {
35                 mSwapchainImpl = dawn_native::opengl::CreateNativeSwapChainImpl(
36                     mDevice,
37                     [](void* userdata) { glfwSwapBuffers(static_cast<GLFWwindow*>(userdata)); },
38                     mWindow);
39             }
40             return reinterpret_cast<uint64_t>(&mSwapchainImpl);
41         }
42 
GetPreferredSwapChainTextureFormat()43         WGPUTextureFormat GetPreferredSwapChainTextureFormat() override {
44             return dawn_native::opengl::GetNativeSwapChainPreferredFormat(&mSwapchainImpl);
45         }
46 
47       private:
48         DawnSwapChainImplementation mSwapchainImpl = {};
49     };
50 
CreateOpenGLBinding(GLFWwindow * window,WGPUDevice device)51     BackendBinding* CreateOpenGLBinding(GLFWwindow* window, WGPUDevice device) {
52         return new OpenGLBinding(window, device);
53     }
54 
55 }  // namespace utils
56