2018-07-18 09:40:26 +00:00
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// Copyright 2017 The Dawn Authors
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2017-07-19 22:41:17 +00:00
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/d3d12/SwapChainD3D12.h"
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2018-06-18 23:26:12 +00:00
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#include "backend/d3d12/DeviceD3D12.h"
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2017-07-19 22:41:17 +00:00
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#include "backend/d3d12/TextureD3D12.h"
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#include <nxt/nxt_wsi.h>
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2017-11-24 19:04:22 +00:00
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namespace backend { namespace d3d12 {
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2017-07-19 22:41:17 +00:00
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2017-11-24 19:04:22 +00:00
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SwapChain::SwapChain(SwapChainBuilder* builder) : SwapChainBase(builder) {
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2017-07-19 22:41:17 +00:00
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const auto& im = GetImplementation();
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nxtWSIContextD3D12 wsiContext = {};
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2017-07-28 01:30:57 +00:00
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wsiContext.device = reinterpret_cast<nxtDevice>(GetDevice());
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2017-07-19 22:41:17 +00:00
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im.Init(im.userData, &wsiContext);
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2018-07-11 15:43:53 +00:00
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ASSERT(im.textureUsage != NXT_TEXTURE_USAGE_BIT_NONE);
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mTextureUsage = static_cast<nxt::TextureUsageBit>(im.textureUsage);
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2017-07-19 22:41:17 +00:00
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}
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SwapChain::~SwapChain() {
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}
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TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) {
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2017-07-28 01:30:57 +00:00
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const auto& im = GetImplementation();
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nxtSwapChainNextTexture next = {};
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nxtSwapChainError error = im.GetNextTexture(im.userData, &next);
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if (error) {
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GetDevice()->HandleError(error);
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return nullptr;
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}
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2018-01-16 16:03:07 +00:00
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ID3D12Resource* nativeTexture = reinterpret_cast<ID3D12Resource*>(next.texture.ptr);
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2017-07-19 22:41:17 +00:00
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return new Texture(builder, nativeTexture);
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}
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2018-07-11 15:43:53 +00:00
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void SwapChain::OnBeforePresent(TextureBase* texture) {
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Device* device = ToBackend(GetDevice());
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// Perform the necessary transition for the texture to be presented.
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ToBackend(texture)->TransitionUsageNow(device->GetPendingCommandList(), mTextureUsage);
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device->ExecuteCommandLists({});
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2018-07-10 16:03:22 +00:00
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}
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2017-11-24 19:04:22 +00:00
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}} // namespace backend::d3d12
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