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// Copyright 2017 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_D3D12_SWAPCHAIND3D12_H_
#define SRC_DAWN_NATIVE_D3D12_SWAPCHAIND3D12_H_
#include <vector>
#include "dawn/native/d3d/SwapChainD3D.h"
#include "dawn/native/IntegerTypes.h"
#include "dawn/native/d3d12/d3d12_platform.h"
namespace dawn::native::d3d12 {
class Device;
class Texture;
class SwapChain final : public d3d::SwapChain {
public:
static ResultOrError<Ref<SwapChain>> Create(Device* device,
Surface* surface,
SwapChainBase* previousSwapChain,
const SurfaceConfiguration* config);
private:
using Base = d3d::SwapChain;
using Base::Base;
~SwapChain() override;
// SwapChainBase implementation
MaybeError PresentImpl() override;
ResultOrError<SwapChainTextureInfo> GetCurrentTextureImpl() override;
void DetachFromSurfaceImpl() override;
// d3d::SwapChain implementation
IUnknown* GetD3DDeviceForCreatingSwapChain() override;
void ReuseBuffers(SwapChainBase* previousSwapChain) override;
// Does the swapchain initialization step of gathering the buffers.
MaybeError CollectSwapChainBuffers() override;
// 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.
MaybeError DetachAndWaitForDeallocation() override;
std::vector<ComPtr<ID3D12Resource>> mBuffers;
std::vector<ExecutionSerial> mBufferLastUsedSerials;
uint32_t mCurrentBuffer = 0;
Ref<Texture> mApiTexture;
};
} // namespace dawn::native::d3d12
#endif // SRC_DAWN_NATIVE_D3D12_SWAPCHAIND3D12_H_