chromium/third_party/dawn/src/dawn/native/null/DeviceNull.h

// Copyright 2017 The Dawn & Tint Authors
//
// 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.
//
// 3. Neither the name of the copyright holder nor the names of its
//    contributors may be used to endorse or promote products derived from
//    this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT HOLDER 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,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#ifndef SRC_DAWN_NATIVE_NULL_DEVICENULL_H_
#define SRC_DAWN_NATIVE_NULL_DEVICENULL_H_

#include <memory>
#include <vector>

#include "dawn/native/BindGroup.h"
#include "dawn/native/BindGroupLayoutInternal.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/PhysicalDevice.h"
#include "dawn/native/PipelineLayout.h"
#include "dawn/native/QuerySet.h"
#include "dawn/native/Queue.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/RingBufferAllocator.h"
#include "dawn/native/Sampler.h"
#include "dawn/native/ShaderModule.h"
#include "dawn/native/SwapChain.h"
#include "dawn/native/Texture.h"
#include "dawn/native/ToBackend.h"
#include "dawn/native/dawn_platform.h"
#include "partition_alloc/pointers/raw_ptr.h"

namespace dawn::native::null {

class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class PhysicalDevice;
PipelineLayout;
class QuerySet;
class Queue;
class RenderPipeline;
Sampler;
class ShaderModule;
class SwapChain;
class Texture;
TextureView;

struct NullBackendTraits {};

template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {}

struct PendingOperation {};

class Device final : public DeviceBase {};

class PhysicalDevice : public PhysicalDeviceBase {};

// Helper class so |BindGroup| can allocate memory for its binding data,
// before calling the BindGroupBase base class constructor.
class BindGroupDataHolder {};

// We don't have the complexity of placement-allocation of bind group data in
// the Null backend. This class, keeps the binding data in a separate allocation for simplicity.
class BindGroup final : private BindGroupDataHolder, public BindGroupBase {};

class BindGroupLayout final : public BindGroupLayoutInternalBase {};

class Buffer final : public BufferBase {};

class CommandBuffer final : public CommandBufferBase {};

class QuerySet final : public QuerySetBase {};

class Queue final : public QueueBase {};

class ComputePipeline final : public ComputePipelineBase {};

class RenderPipeline final : public RenderPipelineBase {};

class ShaderModule final : public ShaderModuleBase {};

class SwapChain final : public SwapChainBase {};

class Texture : public TextureBase {};

}  // namespace dawn::native::null

#endif  // SRC_DAWN_NATIVE_NULL_DEVICENULL_H_