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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_NATIVESWAPCHAINIMPLD3D12_H_
#define DAWNNATIVE_D3D12_NATIVESWAPCHAINIMPLD3D12_H_
#include "dawn_native/d3d12/d3d12_platform.h"
#include "dawn/dawn_wsi.h"
#include "dawn_native/dawn_platform.h"
#include <vector>
namespace dawn_native { namespace d3d12 {
class Device;
class NativeSwapChainImpl {
public:
using WSIContext = DawnWSIContextD3D12;
NativeSwapChainImpl(Device* device, HWND window);
~NativeSwapChainImpl();
void Init(DawnWSIContextD3D12* context);
DawnSwapChainError Configure(DawnTextureFormat format,
DawnTextureUsage,
uint32_t width,
uint32_t height);
DawnSwapChainError GetNextTexture(DawnSwapChainNextTexture* nextTexture);
DawnSwapChainError Present();
dawn::TextureFormat GetPreferredFormat() const;
private:
HWND mWindow = nullptr;
Device* mDevice = nullptr;
ComPtr<IDXGISwapChain3> mSwapChain = nullptr;
std::vector<ComPtr<ID3D12Resource>> mBuffers;
std::vector<uint64_t> mBufferSerials;
uint32_t mCurrentBuffer;
};
}} // namespace dawn_native::d3d12
#endif // DAWNNATIVE_D3D12_NATIVESWAPCHAINIMPLD3D12_H_