| // Copyright 2023 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, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #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_ |