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// Copyright 2017 The NXT 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 BACKEND_D3D12_FRAMEBUFFERD3D12_H_
#define BACKEND_D3D12_FRAMEBUFFERD3D12_H_
#include "backend/Framebuffer.h"
#include "common/Constants.h"
#include "backend/d3d12/d3d12_platform.h"
#include "backend/d3d12/DescriptorHeapAllocator.h"
#include <vector>
namespace backend {
namespace d3d12 {
class Device;
class Framebuffer : public FramebufferBase {
public:
struct OMSetRenderTargetArgs {
unsigned int numRTVs = 0;
D3D12_CPU_DESCRIPTOR_HANDLE RTVs[kMaxColorAttachments] = {};
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
};
Framebuffer(Device* device, FramebufferBuilder* builder);
OMSetRenderTargetArgs GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex);
private:
Device* device = nullptr;
DescriptorHeapHandle rtvHeap = {};
DescriptorHeapHandle dsvHeap = {};
// Indices into either the RTV or DSV heap, depending on texture format.
std::vector<uint32_t> attachmentHeapIndices;
};
}
}
#endif // BACKEND_D3D12_FRAMEBUFFERD3D12_H_