add null D3D12 backend
This commit is contained in:
parent
fbab31bada
commit
fc2bac7e45
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@ -24,6 +24,12 @@ if (APPLE)
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)
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endif()
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if (WIN32)
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list(APPEND UTILS_SOURCES
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D3D12Binding.cpp
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)
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endif()
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add_library(utils STATIC ${UTILS_SOURCES})
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target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
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SetCXX14(utils)
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@ -0,0 +1,36 @@
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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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#include "BackendBinding.h"
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namespace backend {
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namespace d3d12 {
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void Init(nxtProcTable* procs, nxtDevice* device);
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}
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}
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class D3D12Binding : public BackendBinding {
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public:
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void SetupGLFWWindowHints() override {
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}
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void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
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backend::d3d12::Init(procs, device);
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}
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void SwapBuffers() override {
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}
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};
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BackendBinding* CreateD3D12Binding() {
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return new D3D12Binding;
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}
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@ -32,6 +32,7 @@
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#endif
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BackendBinding* CreateMetalBinding();
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BackendBinding* CreateD3D12Binding();
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namespace backend {
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namespace opengl {
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@ -82,7 +83,6 @@ class NullBinding : public BackendBinding {
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}
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};
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void PrintDeviceError(const char* message, nxt::CallbackUserdata) {
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std::cout << "Device error: " << message << std::endl;
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}
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@ -90,6 +90,7 @@ void PrintDeviceError(const char* message, nxt::CallbackUserdata) {
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enum class BackendType {
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OpenGL,
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Metal,
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D3D12,
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Null,
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};
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@ -99,7 +100,14 @@ enum class CmdBufType {
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//TODO(cwallez@chromium.org) double terrible cmdbuf
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};
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#if defined(__APPLE__)
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static BackendType backendType = BackendType::Metal;
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#elif defined(_WIN32)
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static BackendType backendType = BackendType::D3D12;
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#else
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static BackendType backendType = BackendType::OpenGL;
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#endif
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static CmdBufType cmdBufType = CmdBufType::Terrible;
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static BackendBinding* binding = nullptr;
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@ -119,7 +127,14 @@ nxt::Device CreateCppNXTDevice() {
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#if defined(__APPLE__)
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binding = CreateMetalBinding();
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#else
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fprintf(stderr, "Metal backend no present on this platform\n");
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fprintf(stderr, "Metal backend not present on this platform\n");
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#endif
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break;
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case BackendType::D3D12:
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#if defined(_WIN32)
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binding = CreateD3D12Binding();
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#else
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fprintf(stderr, "D3D12 backend not present on this platform\n");
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#endif
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break;
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case BackendType::Null:
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@ -269,11 +284,15 @@ extern "C" {
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backendType = BackendType::Metal;
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continue;
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}
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if (i < argc && std::string("d3d12") == argv[i]) {
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backendType = BackendType::D3D12;
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continue;
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}
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if (i < argc && std::string("null") == argv[i]) {
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backendType = BackendType::Null;
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continue;
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}
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fprintf(stderr, "--backend expects a backend name (opengl, metal, null)\n");
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fprintf(stderr, "--backend expects a backend name (opengl, metal, d3d12, null)\n");
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return false;
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}
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if (std::string("-c") == argv[i] || std::string("--comand-buffer") == argv[i]) {
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@ -291,7 +310,7 @@ extern "C" {
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}
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if (std::string("-h") == argv[i] || std::string("--help") == argv[i]) {
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printf("Usage: %s [-b BACKEND] [-c COMMAND_BUFFER]\n", argv[0]);
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printf(" BACKEND is one of: opengl, metal, null\n");
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printf(" BACKEND is one of: opengl, metal, d3d12, null\n");
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printf(" COMMAND_BUFFER is one of: none, terrible\n");
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return false;
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}
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@ -347,7 +347,7 @@ def debug(text):
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print(text)
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def main():
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targets = ['nxt', 'nxtcpp', 'mock_nxt', 'opengl', 'metal', 'null', 'wire', 'blink']
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targets = ['nxt', 'nxtcpp', 'mock_nxt', 'opengl', 'metal', 'd3d12', 'null', 'wire', 'blink']
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parser = argparse.ArgumentParser(
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description = 'Generates code for various target for NXT.',
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@ -432,10 +432,17 @@ def main():
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}
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renders.append(FileRender('BackendProcTable.cpp', 'metal/ProcTable.mm', base_backend_params + [metal_params]))
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if 'd3d12' in targets:
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d3d12_params = {
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'namespace': 'd3d12',
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}
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renders.append(FileRender('BackendProcTable.cpp', 'd3d12/ProcTable.cpp', base_backend_params + [d3d12_params]))
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if 'null' in targets:
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null_params = {
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'namespace': 'null',
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}
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renders.append(FileRender('BackendProcTable.cpp', 'null/ProcTable.cpp', base_backend_params + [null_params]))
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if 'wire' in targets:
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@ -459,7 +466,7 @@ def main():
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output_separator = '\n' if args.gn else ';'
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if args.print_dependencies:
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dependencies = set(
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[os.path.abspath(args.template_dir + os.path.sep + render.template) for render in renders] +
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[os.path.abspath(args.template_dir + os.path.sep + render.template) for render in renders] +
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[os.path.abspath(args.json[0])] +
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[os.path.realpath(__file__)]
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)
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@ -16,6 +16,7 @@ set(COMMON_DIR ${CMAKE_CURRENT_SOURCE_DIR}/common)
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set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
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set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
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set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
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set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
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set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
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list(APPEND BACKEND_SOURCES
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)
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endif()
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# D3D12 Backend
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if (WIN32)
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Generate(
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LIB_NAME d3d12_autogen
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LIB_TYPE STATIC
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PRINT_NAME "D3D12 backend autogenerated files"
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COMMAND_LINE_ARGS
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${GENERATOR_COMMON_ARGS}
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-T d3d12
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)
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target_include_directories(d3d12_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
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target_include_directories(d3d12_autogen PUBLIC ${GENERATED_DIR})
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SetCXX14(d3d12_autogen)
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SetPIC(d3d12_autogen)
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list(APPEND BACKEND_SOURCES
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${D3D12_DIR}/D3D12Backend.cpp
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${D3D12_DIR}/D3D12Backend.h
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)
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endif()
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add_library(nxt_backend STATIC ${BACKEND_SOURCES})
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target_link_libraries(nxt_backend opengl_autogen null_autogen glfw glad spirv-cross)
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if (APPLE)
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target_link_libraries(nxt_backend metal_autogen)
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endif()
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if (WIN32)
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target_link_libraries(nxt_backend d3d12_autogen)
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endif()
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target_include_directories(nxt_backend PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
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SetCXX14(nxt_backend)
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@ -0,0 +1,193 @@
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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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#include "D3D12Backend.h"
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namespace backend {
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namespace d3d12 {
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nxtProcTable GetNonValidatingProcs();
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nxtProcTable GetValidatingProcs();
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void Init(nxtProcTable* procs, nxtDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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}
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Device::Device() {
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}
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Device::~Device() {
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}
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(this, builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(this, builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(this, builder);
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}
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BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
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return new BufferView(this, builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(this, builder);
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}
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DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
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return new DepthStencilState(this, builder);
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}
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(this, builder);
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}
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FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
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return new Framebuffer(this, builder);
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}
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PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
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return new Pipeline(this, builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(this, builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(this, builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(this, builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(this, builder);
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}
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ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
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return new ShaderModule(this, builder);
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}
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TextureBase* Device::CreateTexture(TextureBuilder* builder) {
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return new Texture(this, builder);
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}
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TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
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return new TextureView(this, builder);
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}
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void Device::Reference() {
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}
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void Device::Release() {
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}
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// Bind Group
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device) {
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}
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// Buffer
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Buffer::Buffer(Device* device, BufferBuilder* builder)
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: BufferBase(builder), device(device) {
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}
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void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
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}
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// BufferView
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BufferView::BufferView(Device* device, BufferViewBuilder* builder)
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: BufferViewBase(builder), device(device) {
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}
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// CommandBuffer
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device) {
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}
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// DepthStencilState
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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}
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// Framebuffer
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Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
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: FramebufferBase(builder), device(device) {
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}
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// InputState
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InputState::InputState(Device* device, InputStateBuilder * builder)
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: InputStateBase(builder), device(device) {
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}
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// Pipeline
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Pipeline::Pipeline(Device* device, PipelineBuilder* builder)
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: PipelineBase(builder), device(device) {
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}
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// PipelineLayout
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PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
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: PipelineLayoutBase(builder), device(device) {
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}
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// Queue
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Queue::Queue(Device* device, QueueBuilder* builder)
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: QueueBase(builder), device(device) {
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}
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void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
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}
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// RenderPass
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RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
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: RenderPassBase(builder), device(device) {
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}
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// Sampler
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Sampler::Sampler(Device* device, SamplerBuilder* builder)
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: SamplerBase(builder), device(device) {
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}
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// ShaderModule
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ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
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: ShaderModuleBase(builder), device(device) {
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}
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// Texture
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Texture::Texture(Device* device, TextureBuilder* builder)
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: TextureBase(builder), device(device) {
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}
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// TextureView
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TextureView::TextureView(Device* device, TextureViewBuilder* builder)
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: TextureViewBase(builder), device(device) {
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}
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}
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}
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@ -0,0 +1,246 @@
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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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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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|
||||
// Definition of backend types
|
||||
class Device : public DeviceBase {
|
||||
public:
|
||||
Device();
|
||||
~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;
|
||||
|
||||
// NXT API
|
||||
void Reference();
|
||||
void Release();
|
||||
};
|
||||
|
||||
|
||||
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_
|
|
@ -0,0 +1,15 @@
|
|||
// 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.
|
||||
|
||||
#include "D3D12Backend.h"
|
Loading…
Reference in New Issue