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// Copyright 2017 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.
#include "dawn_native/d3d12/SwapChainD3D12.h"
#include "dawn_native/d3d12/DeviceD3D12.h"
#include "dawn_native/d3d12/TextureD3D12.h"
#include <dawn/dawn_wsi.h>
namespace dawn_native { namespace d3d12 {
SwapChain::SwapChain(Device* device, const SwapChainDescriptor* descriptor)
: OldSwapChainBase(device, descriptor) {
const auto& im = GetImplementation();
DawnWSIContextD3D12 wsiContext = {};
wsiContext.device = reinterpret_cast<WGPUDevice>(GetDevice());
im.Init(im.userData, &wsiContext);
ASSERT(im.textureUsage != WGPUTextureUsage_None);
mTextureUsage = static_cast<wgpu::TextureUsage>(im.textureUsage);
}
SwapChain::~SwapChain() {
}
TextureBase* SwapChain::GetNextTextureImpl(const TextureDescriptor* descriptor) {
const auto& im = GetImplementation();
DawnSwapChainNextTexture next = {};
DawnSwapChainError error = im.GetNextTexture(im.userData, &next);
if (error) {
GetDevice()->HandleError(InternalErrorType::Internal, error);
return nullptr;
}
ComPtr<ID3D12Resource> d3d12Texture = static_cast<ID3D12Resource*>(next.texture.ptr);
return new Texture(ToBackend(GetDevice()), descriptor, std::move(d3d12Texture));
}
MaybeError SwapChain::OnBeforePresent(TextureBase* texture) {
Device* device = ToBackend(GetDevice());
CommandRecordingContext* commandContext;
DAWN_TRY_ASSIGN(commandContext, device->GetPendingCommandContext());
// Perform the necessary transition for the texture to be presented.
ToBackend(texture)->TrackAllUsageAndTransitionNow(commandContext, mTextureUsage);
DAWN_TRY(device->ExecutePendingCommandContext());
return {};
}
}} // namespace dawn_native::d3d12