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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_D3D11_COMPUTEPIPELINEGL_H_
#define SRC_DAWN_NATIVE_D3D11_COMPUTEPIPELINEGL_H_
#include "dawn/native/ComputePipeline.h"
#include "dawn/native/d3d/d3d_platform.h"
namespace dawn::native::d3d11 {
class CommandRecordingContext;
class Device;
class ComputePipeline final : public ComputePipelineBase {
public:
static Ref<ComputePipeline> CreateUninitialized(Device* device,
const ComputePipelineDescriptor* descriptor);
static void InitializeAsync(Ref<ComputePipelineBase> computePipeline,
WGPUCreateComputePipelineAsyncCallback callback,
void* userdata);
void ApplyNow(CommandRecordingContext* commandContext);
MaybeError Initialize() override;
private:
using ComputePipelineBase::ComputePipelineBase;
~ComputePipeline() override;
void DestroyImpl() override;
ComPtr<ID3D11ComputeShader> mComputeShader;
};
} // namespace dawn::native::d3d11
#endif // SRC_DAWN_NATIVE_D3D11_COMPUTEPIPELINEGL_H_