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// Copyright 2023 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 SRC_DAWN_NATIVE_D3D_SWAPCHAIND3D_H_
#define SRC_DAWN_NATIVE_D3D_SWAPCHAIND3D_H_
#include <vector>
#include "dawn/native/SwapChain.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d {
class Device;
class Texture;
// SwapChain abstracts the swapchain creation for D3D12 and D3D11.
// D3D11 and D3D12 have different ways to present and get the backbuffer.
// D3D11 doesn't need to wait for the GPU to finish before presenting, but D3D12 does.
// D3D11 manages buffers and we can only read and write the the buffer with index 0, but for D3D12
// we need to manage all buffers by ourselves.
class SwapChain : public SwapChainBase {
protected:
using SwapChainBase::SwapChainBase;
~SwapChain() override;
void DestroyImpl() override;
MaybeError Initialize(SwapChainBase* previousSwapChain);
virtual IUnknown* GetD3DDeviceForCreatingSwapChain() = 0;
virtual void ReuseBuffers(SwapChainBase* previousSwapChain) = 0;
// Does the swapchain initialization step of gathering the buffers.
virtual MaybeError CollectSwapChainBuffers() = 0;
// Calls DetachFromSurface but also synchronously waits until all references to the
// swapchain and buffers are removed, as that's a constraint for some DXGI operations.
virtual MaybeError DetachAndWaitForDeallocation() = 0;
MaybeError PresentDXGISwapChain();
void ReleaseDXGISwapChain();
IDXGISwapChain3* GetDXGISwapChain() const;
struct Config {
// Information that's passed to the D3D12 swapchain creation call.
UINT bufferCount;
UINT swapChainFlags;
DXGI_FORMAT format;
DXGI_USAGE usage;
};
const Config& GetConfig() const;
private:
// Does the swapchain initialization steps assuming there is nothing we can reuse.
MaybeError InitializeSwapChainFromScratch();
Config mConfig;
ComPtr<IDXGISwapChain3> mDXGISwapChain;
};
} // namespace dawn::native::d3d
#endif // SRC_DAWN_NATIVE_D3D12_SWAPCHAIND3D12_H_