skia2/include/gpu/vk/GrVkBackendContext.h

61 lines
2.1 KiB
C

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkBackendContext_DEFINED
#define GrVkBackendContext_DEFINED
#include "SkRefCnt.h"
#include "vk/GrVkDefines.h"
#ifdef SK_DEBUG
#define ENABLE_VK_LAYERS
#endif
struct GrVkInterface;
enum GrVkExtensionFlags {
kEXT_debug_report_GrVkExtensionFlag = 0x0001,
kNV_glsl_shader_GrVkExtensionFlag = 0x0002,
kKHR_surface_GrVkExtensionFlag = 0x0004,
kKHR_swapchain_GrVkExtensionFlag = 0x0008,
kKHR_win32_surface_GrVkExtensionFlag = 0x0010,
kKHR_android_surface_GrVkExtensionFlag = 0x0020,
kKHR_xlib_surface_GrVkExtensionFlag = 0x0040,
};
enum GrVkFeatureFlags {
kGeometryShader_GrVkFeatureFlag = 0x0001,
kDualSrcBlend_GrVkFeatureFlag = 0x0002,
kSampleRateShading_GrVkFeatureFlag = 0x0004,
};
// The BackendContext contains all of the base Vulkan objects needed by the GrVkGpu. The assumption
// is that the client will set these up and pass them to the GrVkGpu constructor. The VkDevice
// created must support at least one graphics queue, which is passed in as well.
// The QueueFamilyIndex must match the family of the given queue. It is needed for CommandPool
// creation, and any GrBackendObjects handed to us (e.g., for wrapped textures) need to be created
// in or transitioned to that family.
struct GrVkBackendContext : public SkRefCnt {
VkInstance fInstance;
VkPhysicalDevice fPhysicalDevice;
VkDevice fDevice;
VkQueue fQueue;
uint32_t fQueueFamilyIndex;
uint32_t fMinAPIVersion;
uint32_t fExtensions;
uint32_t fFeatures;
SkAutoTUnref<const GrVkInterface> fInterface;
// Helper function to create the default Vulkan objects needed by the GrVkGpu object
static const GrVkBackendContext* Create();
~GrVkBackendContext() override;
};
#endif