| // Copyright 2017 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. | 
 |  | 
 | #include "dawn_native/d3d12/SwapChainD3D12.h" | 
 |  | 
 | #include "dawn_native/d3d12/DeviceD3D12.h" | 
 | #include "dawn_native/d3d12/TextureD3D12.h" | 
 |  | 
 | #include <dawn/dawn_wsi.h> | 
 |  | 
 | namespace backend { namespace d3d12 { | 
 |  | 
 |     SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) { | 
 |         const auto& im = GetImplementation(); | 
 |         dawnWSIContextD3D12 wsiContext = {}; | 
 |         wsiContext.device = reinterpret_cast<dawnDevice>(GetDevice()); | 
 |         im.Init(im.userData, &wsiContext); | 
 |  | 
 |         ASSERT(im.textureUsage != DAWN_TEXTURE_USAGE_BIT_NONE); | 
 |         mTextureUsage = static_cast<dawn::TextureUsageBit>(im.textureUsage); | 
 |     } | 
 |  | 
 |     SwapChain::~SwapChain() { | 
 |     } | 
 |  | 
 |     TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) { | 
 |         const auto& im = GetImplementation(); | 
 |         dawnSwapChainNextTexture next = {}; | 
 |         dawnSwapChainError error = im.GetNextTexture(im.userData, &next); | 
 |         if (error) { | 
 |             GetDevice()->HandleError(error); | 
 |             return nullptr; | 
 |         } | 
 |  | 
 |         ID3D12Resource* nativeTexture = reinterpret_cast<ID3D12Resource*>(next.texture.ptr); | 
 |         return new Texture(builder, nativeTexture); | 
 |     } | 
 |  | 
 |     void SwapChain::OnBeforePresent(TextureBase* texture) { | 
 |         Device* device = ToBackend(GetDevice()); | 
 |  | 
 |         // Perform the necessary transition for the texture to be presented. | 
 |         ToBackend(texture)->TransitionUsageNow(device->GetPendingCommandList(), mTextureUsage); | 
 |  | 
 |         device->ExecuteCommandLists({}); | 
 |     } | 
 |  | 
 | }}  // namespace backend::d3d12 |