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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_D3D11_QUEUED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_
#include "dawn/native/Queue.h"
namespace dawn::native::d3d11 {
class Device;
class Queue final : public QueueBase {
public:
static Ref<Queue> Create(Device* device, const QueueDescriptor* descriptor);
private:
using QueueBase::QueueBase;
~Queue() override = default;
MaybeError SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) override;
MaybeError WriteBufferImpl(BufferBase* buffer,
uint64_t bufferOffset,
const void* data,
size_t size) override;
MaybeError WriteTextureImpl(const ImageCopyTexture& destination,
const void* data,
const TextureDataLayout& dataLayout,
const Extent3D& writeSizePixel) override;
bool HasPendingCommands() const override;
ResultOrError<ExecutionSerial> CheckAndUpdateCompletedSerials() override;
void ForceEventualFlushOfCommands() override;
MaybeError WaitForIdleForDestruction() override;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_QUEUED3D11_H_