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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.
#ifndef DAWNNATIVE_D3D12_RENDERPIPELINED3D12_H_
#define DAWNNATIVE_D3D12_RENDERPIPELINED3D12_H_
#include "dawn_native/RenderPipeline.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace dawn_native { namespace d3d12 {
class Device;
class RenderPipeline final : public RenderPipelineBase {
public:
static ResultOrError<RenderPipeline*> Create(Device* device,
const RenderPipelineDescriptor* descriptor);
RenderPipeline() = delete;
D3D12_PRIMITIVE_TOPOLOGY GetD3D12PrimitiveTopology() const;
ID3D12PipelineState* GetPipelineState() const;
private:
~RenderPipeline() override;
using RenderPipelineBase::RenderPipelineBase;
MaybeError Initialize(const RenderPipelineDescriptor* descriptor);
D3D12_INPUT_LAYOUT_DESC ComputeInputLayout(
std::array<D3D12_INPUT_ELEMENT_DESC, kMaxVertexAttributes>* inputElementDescriptors);
D3D12_PRIMITIVE_TOPOLOGY mD3d12PrimitiveTopology;
ComPtr<ID3D12PipelineState> mPipelineState;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_RENDERPIPELINED3D12_H_