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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_D3D11_FORWARD_H_
#define SRC_DAWN_NATIVE_D3D11_FORWARD_H_
#include "dawn/native/ToBackend.h"
namespace dawn::native::d3d11 {
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class Heap;
class PhysicalDevice;
class PipelineCache;
class PipelineLayout;
class QuerySet;
class Queue;
class RenderPipeline;
class Sampler;
class ShaderModule;
class SharedFence;
class SharedTextureMemory;
class SwapChain;
class Texture;
class TextureView;
struct D3D11BackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DeviceType = Device;
using PhysicalDeviceType = PhysicalDevice;
using PipelineCacheType = PipelineCache;
using PipelineLayoutType = PipelineLayout;
using QuerySetType = QuerySet;
using QueueType = Queue;
using RenderPipelineType = RenderPipeline;
using ResourceHeapType = Heap;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SharedFenceType = SharedFence;
using SharedTextureMemoryType = SharedTextureMemory;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D11BackendTraits>(common)) {
return ToBackendBase<D3D11BackendTraits>(common);
}
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_FORWARD_H_