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// Copyright 2017 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 BACKEND_D3D12_TEXTURED3D12_H_
#define BACKEND_D3D12_TEXTURED3D12_H_
#include "dawn_native/Texture.h"
#include "dawn_native/d3d12/d3d12_platform.h"
namespace backend { namespace d3d12 {
class Device;
DXGI_FORMAT D3D12TextureFormat(dawn::TextureFormat format);
class Texture : public TextureBase {
public:
Texture(TextureBuilder* builder);
Texture(TextureBuilder* builder, ID3D12Resource* nativeTexture);
~Texture();
DXGI_FORMAT GetD3D12Format() const;
ID3D12Resource* GetD3D12Resource();
void TransitionUsageNow(ComPtr<ID3D12GraphicsCommandList> commandList,
dawn::TextureUsageBit usage);
private:
Device* mDevice;
ComPtr<ID3D12Resource> mResource = {};
ID3D12Resource* mResourcePtr = nullptr;
dawn::TextureUsageBit mLastUsage = dawn::TextureUsageBit::None;
};
class TextureView : public TextureViewBase {
public:
TextureView(TextureViewBuilder* builder);
const D3D12_SHADER_RESOURCE_VIEW_DESC& GetSRVDescriptor() const;
D3D12_RENDER_TARGET_VIEW_DESC GetRTVDescriptor();
D3D12_DEPTH_STENCIL_VIEW_DESC GetDSVDescriptor();
private:
D3D12_SHADER_RESOURCE_VIEW_DESC mSrvDesc;
};
}} // namespace backend::d3d12
#endif // BACKEND_D3D12_TEXTURED3D12_H_