dawn-cmake/src/backend/d3d12/D3D12Backend.h

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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_D3D12BACKEND_H_
#define BACKEND_D3D12_D3D12BACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/CommandBuffer.h"
#include "common/Device.h"
#include "common/Framebuffer.h"
#include "common/DepthStencilState.h"
#include "common/InputState.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
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#include "d3d12_platform.h"
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namespace backend {
namespace d3d12 {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
class InputState;
class Pipeline;
class PipelineLayout;
class Queue;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
class Framebuffer;
class RenderPass;
struct D3D12BackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
using FramebufferType = Framebuffer;
using RenderPassType = RenderPass;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
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void ASSERT_SUCCESS(HRESULT hr);
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// Definition of backend types
class Device : public DeviceBase {
public:
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Device(Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device);
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~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device();
Microsoft::WRL::ComPtr<ID3D12RootSignature> GetRootSignature();
Microsoft::WRL::ComPtr<ID3D12CommandQueue> GetCommandQueue();
Microsoft::WRL::ComPtr<ID3D12Resource> GetNextRenderTarget();
D3D12_CPU_DESCRIPTOR_HANDLE GetNextRenderTargetDescriptor();
void SetNextRenderTarget(Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
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// NXT API
void Reference();
void Release();
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private:
Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
Microsoft::WRL::ComPtr<ID3D12RootSignature> rootSignature;
Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
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};
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
private:
Device* device;
};
class BindGroupLayout : public BindGroupLayoutBase {
public:
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
private:
Device* device;
};
class Buffer : public BufferBase {
public:
Buffer(Device* device, BufferBuilder* builder);
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
Device* device;
};
class BufferView : public BufferViewBase {
public:
BufferView(Device* device, BufferViewBuilder* builder);
private:
Device* device;
};
class CommandBuffer : public CommandBufferBase {
public:
CommandBuffer(Device* device, CommandBufferBuilder* buidler);
private:
Device* device;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
private:
Device* device;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
private:
Device* device;
};
class InputState : public InputStateBase {
public:
InputState(Device* device, InputStateBuilder* builder);
private:
Device* device;
};
class Pipeline : public PipelineBase {
public:
Pipeline(Device* device, PipelineBuilder* buidler);
private:
Device* device;
};
class PipelineLayout : public PipelineLayoutBase {
public:
PipelineLayout(Device* device, PipelineLayoutBuilder* builder);
private:
Device* device;
};
class Queue : public QueueBase {
public:
Queue(Device* device, QueueBuilder* builder);
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
private:
Device* device;
};
class Sampler : public SamplerBase {
public:
Sampler(Device* device, SamplerBuilder* builder);
private:
Device* device;
};
class ShaderModule : public ShaderModuleBase {
public:
ShaderModule(Device* device, ShaderModuleBuilder* builder);
private:
Device* device;
};
class Texture : public TextureBase {
public:
Texture(Device* device, TextureBuilder* builder);
private:
Device* device;
};
class TextureView : public TextureViewBase {
public:
TextureView(Device* device, TextureViewBuilder* builder);
private:
Device* device;
};
}
}
#endif // BACKEND_D3D12_D3D12BACKEND_H_