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// Copyright 2018 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_FORWARD_H_
#define DAWNNATIVE_D3D12_FORWARD_H_
#include "dawn_native/ToBackend.h"
namespace dawn_native { namespace d3d12 {
class Adapter;
class BindGroup;
class BindGroupLayout;
class Buffer;
class CommandBuffer;
class ComputePipeline;
class Device;
class PipelineLayout;
class Queue;
class RenderPipeline;
class ResourceHeap;
class Sampler;
class ShaderModule;
class StagingBuffer;
class SwapChain;
class Texture;
class TextureView;
struct D3D12BackendTraits {
using AdapterType = Adapter;
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DeviceType = Device;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPipelineType = RenderPipeline;
using ResourceHeapType = ResourceHeap;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using StagingBufferType = StagingBuffer;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_FORWARD_H_