2017-06-05 21:08:55 +00:00
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// Copyright 2017 The NXT Authors
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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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#ifndef BACKEND_D3D12_D3D12BACKEND_H_
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#define BACKEND_D3D12_D3D12BACKEND_H_
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#include "nxt/nxtcpp.h"
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#include "common/Buffer.h"
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#include "common/BindGroup.h"
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#include "common/BindGroupLayout.h"
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#include "common/CommandBuffer.h"
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#include "common/Device.h"
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#include "common/Framebuffer.h"
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#include "common/DepthStencilState.h"
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#include "common/InputState.h"
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#include "common/Pipeline.h"
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#include "common/PipelineLayout.h"
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#include "common/Queue.h"
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#include "common/RenderPass.h"
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#include "common/Sampler.h"
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#include "common/ShaderModule.h"
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#include "common/Texture.h"
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#include "common/ToBackend.h"
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2017-06-05 21:13:58 +00:00
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#include "d3d12_platform.h"
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2017-06-05 21:08:55 +00:00
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namespace backend {
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namespace d3d12 {
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class BindGroup;
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class BindGroupLayout;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class DepthStencilState;
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class InputState;
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class Pipeline;
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class PipelineLayout;
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class Queue;
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class Sampler;
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class ShaderModule;
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class Texture;
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class TextureView;
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class Framebuffer;
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class RenderPass;
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struct D3D12BackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using DepthStencilStateType = DepthStencilState;
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using InputStateType = InputState;
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using PipelineType = Pipeline;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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using FramebufferType = Framebuffer;
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using RenderPassType = RenderPass;
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};
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template<typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
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return ToBackendBase<D3D12BackendTraits>(common);
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}
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2017-06-05 21:13:58 +00:00
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void ASSERT_SUCCESS(HRESULT hr);
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2017-06-05 21:08:55 +00:00
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// Definition of backend types
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class Device : public DeviceBase {
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public:
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2017-06-05 21:13:58 +00:00
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Device(Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device);
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2017-06-05 21:08:55 +00:00
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~Device();
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
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BufferBase* CreateBuffer(BufferBuilder* builder) override;
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BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
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PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
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PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
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QueueBase* CreateQueue(QueueBuilder* builder) override;
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RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
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SamplerBase* CreateSampler(SamplerBuilder* builder) override;
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ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
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TextureBase* CreateTexture(TextureBuilder* builder) override;
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TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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2017-06-05 21:13:58 +00:00
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Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device();
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Microsoft::WRL::ComPtr<ID3D12RootSignature> GetRootSignature();
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Microsoft::WRL::ComPtr<ID3D12CommandQueue> GetCommandQueue();
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Microsoft::WRL::ComPtr<ID3D12Resource> GetNextRenderTarget();
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D3D12_CPU_DESCRIPTOR_HANDLE GetNextRenderTargetDescriptor();
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void SetNextRenderTarget(Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource, D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor);
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2017-06-05 21:08:55 +00:00
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// NXT API
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void Reference();
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void Release();
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private:
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Microsoft::WRL::ComPtr<ID3D12Device> d3d12Device;
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Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
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Microsoft::WRL::ComPtr<ID3D12RootSignature> rootSignature;
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Microsoft::WRL::ComPtr<ID3D12Resource> renderTargetResource;
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D3D12_CPU_DESCRIPTOR_HANDLE renderTargetDescriptor;
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2017-06-05 21:08:55 +00:00
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};
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class BindGroup : public BindGroupBase {
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public:
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BindGroup(Device* device, BindGroupBuilder* builder);
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private:
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Device* device;
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};
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
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private:
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Device* device;
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};
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class Buffer : public BufferBase {
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public:
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Buffer(Device* device, BufferBuilder* builder);
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private:
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void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
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Device* device;
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};
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class BufferView : public BufferViewBase {
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public:
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BufferView(Device* device, BufferViewBuilder* builder);
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private:
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Device* device;
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};
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(Device* device, CommandBufferBuilder* buidler);
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private:
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Device* device;
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};
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class Framebuffer : public FramebufferBase {
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public:
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Framebuffer(Device* device, FramebufferBuilder* builder);
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private:
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Device* device;
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};
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class DepthStencilState : public DepthStencilStateBase {
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public:
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DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
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private:
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Device* device;
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};
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class InputState : public InputStateBase {
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public:
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InputState(Device* device, InputStateBuilder* builder);
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private:
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Device* device;
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};
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class Pipeline : public PipelineBase {
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public:
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Pipeline(Device* device, PipelineBuilder* buidler);
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private:
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Device* device;
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};
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class PipelineLayout : public PipelineLayoutBase {
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public:
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PipelineLayout(Device* device, PipelineLayoutBuilder* builder);
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private:
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Device* device;
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device, QueueBuilder* builder);
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// NXT API
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void Submit(uint32_t numCommands, CommandBuffer* const * commands);
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private:
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Device* device;
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};
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(Device* device, RenderPassBuilder* builder);
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private:
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Device* device;
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};
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class Sampler : public SamplerBase {
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public:
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Sampler(Device* device, SamplerBuilder* builder);
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private:
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Device* device;
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};
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class ShaderModule : public ShaderModuleBase {
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public:
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ShaderModule(Device* device, ShaderModuleBuilder* builder);
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private:
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Device* device;
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};
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class Texture : public TextureBase {
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public:
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Texture(Device* device, TextureBuilder* builder);
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private:
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Device* device;
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};
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class TextureView : public TextureViewBase {
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public:
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TextureView(Device* device, TextureViewBuilder* builder);
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private:
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Device* device;
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};
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}
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}
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#endif // BACKEND_D3D12_D3D12BACKEND_H_
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