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// 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_