#include "BackendBinding.hpp" #include #include namespace aurora::gpu::utils { class D3D12Binding : public BackendBinding { public: D3D12Binding(SDL_Window* window, WGPUDevice device) : BackendBinding(window, device) {} uint64_t GetSwapChainImplementation() override { if (m_swapChainImpl.userData == nullptr) { CreateSwapChainImpl(); } return reinterpret_cast(&m_swapChainImpl); } WGPUTextureFormat GetPreferredSwapChainTextureFormat() override { if (m_swapChainImpl.userData == nullptr) { CreateSwapChainImpl(); } return dawn::native::d3d12::GetNativeSwapChainPreferredFormat(&m_swapChainImpl); } private: DawnSwapChainImplementation m_swapChainImpl{}; void CreateSwapChainImpl() { SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); SDL_GetWindowWMInfo(m_window, &wmInfo); m_swapChainImpl = dawn::native::d3d12::CreateNativeSwapChainImpl(m_device, wmInfo.info.win.window); } }; BackendBinding* CreateD3D12Binding(SDL_Window* window, WGPUDevice device) { return new D3D12Binding(window, device); } } // namespace aurora::gpu::utils