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Add WrapSharedHandle to D3D12 backend
WrapSharedHandle uses a HANDLE and an acquire key to create a Dawn texture object. A future change will use the acquire key to manage a keyed shared mutex with Chromium code. Bug: dawn:27 Change-Id: I1c0ef8d022158abf3f1c6731a37ee3f51632fcf9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10540 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -19,12 +19,20 @@
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#include <dawn_native/DawnNative.h>
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#include <windows.h>
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#include <wrl/client.h>
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struct ID3D12Device;
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namespace dawn_native { namespace d3d12 {
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DAWN_NATIVE_EXPORT Microsoft::WRL::ComPtr<ID3D12Device> GetD3D12Device(DawnDevice device);
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DAWN_NATIVE_EXPORT DawnSwapChainImplementation CreateNativeSwapChainImpl(DawnDevice device,
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HWND window);
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DAWN_NATIVE_EXPORT DawnTextureFormat
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GetNativeSwapChainPreferredFormat(const DawnSwapChainImplementation* swapChain);
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DAWN_NATIVE_EXPORT DawnTexture WrapSharedHandle(DawnDevice device,
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const DawnTextureDescriptor* descriptor,
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HANDLE sharedHandle);
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}} // namespace dawn_native::d3d12
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#endif // DAWNNATIVE_D3D12BACKEND_H_
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