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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.
#include "D3D12Backend.h"
#include "BufferD3D12.h"
#include "CommandBufferD3D12.h"
#include "InputStateD3D12.h"
#include "PipelineD3D12.h"
#include "PipelineLayoutD3D12.h"
#include "QueueD3D12.h"
#include "ShaderModuleD3D12.h"
namespace backend {
namespace d3d12 {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(ComPtr<ID3D12Device> d3d12Device, nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device(d3d12Device));
}
ComPtr<ID3D12CommandQueue> GetCommandQueue(nxtDevice device) {
Device* backendDevice = reinterpret_cast<Device*>(device);
return backendDevice->GetCommandQueue();
}
void SetNextRenderTargetDescriptor(nxtDevice device, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->SetNextRenderTargetDescriptor(renderTargetDescriptor);
}
void ASSERT_SUCCESS(HRESULT hr) {
ASSERT(SUCCEEDED(hr));
}
Device::Device(ComPtr<ID3D12Device> d3d12Device) : d3d12Device(d3d12Device) {
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ASSERT_SUCCESS(d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)));
ASSERT_SUCCESS(d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pendingCommandAllocator)));
ASSERT_SUCCESS(d3d12Device->CreateCommandList(
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
pendingCommandAllocator.Get(),
nullptr,
IID_PPV_ARGS(&pendingCommandList)
));
}
Device::~Device() {
}
ComPtr<ID3D12Device> Device::GetD3D12Device() {
return d3d12Device;
}
ComPtr<ID3D12CommandQueue> Device::GetCommandQueue() {
return commandQueue;
}
ComPtr<ID3D12CommandAllocator> Device::GetPendingCommandAllocator() {
return pendingCommandAllocator;
}
ComPtr<ID3D12GraphicsCommandList> Device::GetPendingCommandList() {
return pendingCommandList;
}
D3D12_CPU_DESCRIPTOR_HANDLE Device::GetCurrentRenderTargetDescriptor() {
return renderTargetDescriptor;
}
void Device::SetNextRenderTargetDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor) {
this->renderTargetDescriptor = renderTargetDescriptor;
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(this, builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(this, builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(this, builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(this, builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(this, builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(this, builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(this, builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(this, builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new Pipeline(this, builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(this, builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(this, builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(this, builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(this, builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
return new ShaderModule(this, builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(this, builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(this, builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Bind Group
BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
: BindGroupBase(builder), device(device) {
}
// Bind Group Layout
BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
: BindGroupLayoutBase(builder), device(device) {
}
// BufferView
BufferView::BufferView(Device* device, BufferViewBuilder* builder)
: BufferViewBase(builder), device(device) {
}
// DepthStencilState
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
// Framebuffer
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
: FramebufferBase(builder), device(device) {
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
: RenderPassBase(builder), device(device) {
}
// Sampler
Sampler::Sampler(Device* device, SamplerBuilder* builder)
: SamplerBase(builder), device(device) {
}
// Texture
Texture::Texture(Device* device, TextureBuilder* builder)
: TextureBase(builder), device(device) {
}
void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) {
}
// TextureView
TextureView::TextureView(Device* device, TextureViewBuilder* builder)
: TextureViewBase(builder), device(device) {
}
}
}