// Copyright 2018 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. #ifndef DAWNNATIVE_VULKAN_FORWARD_H_ #define DAWNNATIVE_VULKAN_FORWARD_H_ #include "dawn_native/ToBackend.h" namespace dawn_native { namespace vulkan { class Adapter; class BindGroup; class BindGroupLayout; class Buffer; class CommandBuffer; class ComputePipeline; class Device; class PipelineLayout; class Queue; class RenderPipeline; class ResourceHeap; class Sampler; class ShaderModule; class StagingBuffer; class SwapChain; class Texture; class TextureView; struct VulkanBackendTraits { using AdapterType = Adapter; using BindGroupType = BindGroup; using BindGroupLayoutType = BindGroupLayout; using BufferType = Buffer; using CommandBufferType = CommandBuffer; using ComputePipelineType = ComputePipeline; using DeviceType = Device; using PipelineLayoutType = PipelineLayout; using QueueType = Queue; using RenderPipelineType = RenderPipeline; using ResourceHeapType = ResourceHeap; using SamplerType = Sampler; using ShaderModuleType = ShaderModule; using StagingBufferType = StagingBuffer; using SwapChainType = SwapChain; using TextureType = Texture; using TextureViewType = TextureView; }; template auto ToBackend(T&& common) -> decltype(ToBackendBase(common)) { return ToBackendBase(common); } }} // namespace dawn_native::vulkan #endif // DAWNNATIVE_VULKAN_FORWARD_H_