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// Copyright 2023 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_D3D11_PHYSICALDEVICED3D11_H_
#define SRC_DAWN_NATIVE_D3D11_PHYSICALDEVICED3D11_H_
#include "dawn/native/d3d/PhysicalDeviceD3D.h"
#include "dawn/native/d3d/d3d_platform.h"
#include "dawn/native/d3d11/DeviceInfoD3D11.h"
namespace dawn::native::d3d11 {
class Backend;
class PhysicalDevice : public d3d::PhysicalDevice {
public:
PhysicalDevice(Backend* backend,
ComPtr<IDXGIAdapter3> hardwareAdapter,
ComPtr<ID3D11Device> d3d11Device);
~PhysicalDevice() override;
// PhysicalDeviceBase Implementation
bool SupportsExternalImages() const override;
bool SupportsFeatureLevel(FeatureLevel featureLevel) const override;
const DeviceInfo& GetDeviceInfo() const;
ResultOrError<ComPtr<ID3D11Device>> CreateD3D11Device();
uint32_t GetUAVSlotCount() const { return mUAVSlotCount; }
bool IsSharedD3D11Device() const { return mIsSharedD3D11Device; }
private:
using Base = d3d::PhysicalDevice;
void SetupBackendAdapterToggles(TogglesState* adapterToggles) const override;
void SetupBackendDeviceToggles(TogglesState* deviceToggles) const override;
ResultOrError<Ref<DeviceBase>> CreateDeviceImpl(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles) override;
MaybeError ResetInternalDeviceForTestingImpl() override;
MaybeError InitializeImpl() override;
void InitializeSupportedFeaturesImpl() override;
MaybeError InitializeSupportedLimitsImpl(CombinedLimits* limits) override;
FeatureValidationResult ValidateFeatureSupportedWithTogglesImpl(
wgpu::FeatureName feature,
const TogglesState& toggles) const override;
void PopulateMemoryHeapInfo(AdapterPropertiesMemoryHeaps* memoryHeapProperties) const override;
const bool mIsSharedD3D11Device;
ComPtr<ID3D11Device> mD3D11Device;
D3D_FEATURE_LEVEL mFeatureLevel;
DeviceInfo mDeviceInfo = {};
uint32_t mUAVSlotCount;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_PHYSICALDEVICED3D11_H_