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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_D3D_PHYSICALDEVICED3D_H_
#define SRC_DAWN_NATIVE_D3D_PHYSICALDEVICED3D_H_
#include "dawn/native/PhysicalDevice.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d {
class Backend;
class PhysicalDevice : public PhysicalDeviceBase {
public:
PhysicalDevice(Backend* backend,
ComPtr<IDXGIAdapter3> hardwareAdapter,
wgpu::BackendType backendType);
~PhysicalDevice() override;
IDXGIAdapter3* GetHardwareAdapter() const;
Backend* GetBackend() const;
protected:
MaybeError InitializeImpl() override;
private:
ComPtr<IDXGIAdapter3> mHardwareAdapter;
Backend* mBackend;
};
} // namespace dawn::native::d3d
#endif // SRC_DAWN_NATIVE_D3D_PHYSICALDEVICED3D_H_