D3D12: Split D3D12Backend in Forward.h and DeviceD3D12
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@ -233,8 +233,9 @@ if (NXT_ENABLE_D3D12)
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${D3D12_DIR}/DepthStencilStateD3D12.h
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${D3D12_DIR}/DescriptorHeapAllocator.cpp
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${D3D12_DIR}/DescriptorHeapAllocator.h
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${D3D12_DIR}/D3D12Backend.cpp
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${D3D12_DIR}/D3D12Backend.h
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${D3D12_DIR}/DeviceD3D12.cpp
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${D3D12_DIR}/DeviceD3D12.h
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${D3D12_DIR}/Forward.h
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${D3D12_DIR}/InputStateD3D12.cpp
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${D3D12_DIR}/InputStateD3D12.h
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${D3D12_DIR}/NativeSwapChainImplD3D12.cpp
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@ -19,7 +19,7 @@
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/BitSetIterator.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "common/BitSetIterator.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/BlendStateD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "common/Assert.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/ResourceAllocator.h"
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#include "backend/d3d12/ResourceUploader.h"
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#include "common/Assert.h"
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@ -14,7 +14,7 @@
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#include "backend/d3d12/CommandAllocatorManager.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "common/Assert.h"
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#include "common/BitSetIterator.h"
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@ -19,8 +19,8 @@
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/RenderPassDescriptorD3D12.h"
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@ -14,7 +14,7 @@
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "common/Assert.h"
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@ -14,7 +14,7 @@
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "common/Assert.h"
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namespace backend { namespace d3d12 {
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@ -12,7 +12,7 @@
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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/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/BindGroupD3D12.h"
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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@ -12,72 +12,24 @@
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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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#ifndef BACKEND_D3D12_DEVICED3D12_H_
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#define BACKEND_D3D12_DEVICED3D12_H_
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#include "nxt/nxtcpp.h"
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#include "backend/DepthStencilState.h"
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#include "backend/Device.h"
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#include "backend/ToBackend.h"
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#include "backend/d3d12/Forward.h"
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#include "backend/d3d12/d3d12_platform.h"
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#include "common/SerialQueue.h"
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namespace backend { namespace d3d12 {
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class BindGroup;
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class BindGroupLayout;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class InputState;
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class PipelineLayout;
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class Queue;
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class RenderPassDescriptor;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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class CommandAllocatorManager;
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class DescriptorHeapAllocator;
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class MapRequestTracker;
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class ResourceAllocator;
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class ResourceUploader;
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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 BlendStateType = BlendState;
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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 ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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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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void ASSERT_SUCCESS(HRESULT hr);
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// Definition of backend types
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@ -156,4 +108,4 @@ namespace backend { namespace d3d12 {
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_D3D12BACKEND_H_
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#endif // BACKEND_D3D12_DEVICED3D12_H_
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@ -0,0 +1,71 @@
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// Copyright 2018 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_FORWARD_H_
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#define BACKEND_D3D12_FORWARD_H_
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#include "backend/ToBackend.h"
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namespace backend { namespace d3d12 {
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class BindGroup;
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class BindGroupLayout;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class InputState;
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class PipelineLayout;
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class Queue;
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class RenderPassDescriptor;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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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 BlendStateType = BlendState;
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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 ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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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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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_FORWARD_H_
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@ -18,8 +18,8 @@
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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@ -14,7 +14,7 @@
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#include "backend/d3d12/NativeSwapChainImplD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/Assert.h"
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@ -15,7 +15,7 @@
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/BindGroupLayoutD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "common/Assert.h"
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using Microsoft::WRL::ComPtr;
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@ -15,7 +15,7 @@
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/RenderPassDescriptorD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "common/BitSetIterator.h"
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@ -15,8 +15,8 @@
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/BlendStateD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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@ -14,7 +14,7 @@
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#include "backend/d3d12/ResourceAllocator.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/ResourceUploader.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/ResourceAllocator.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/SamplerD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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namespace backend { namespace d3d12 {
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@ -14,7 +14,7 @@
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#include "backend/d3d12/SwapChainD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include <nxt/nxt_wsi.h>
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@ -14,7 +14,7 @@
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#include "backend/d3d12/TextureD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DeviceD3D12.h"
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#include "backend/d3d12/ResourceAllocator.h"
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namespace backend { namespace d3d12 {
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